The Alchemist of Aetolia

The Alchemist is Aetolia’s chemistry scientist, a Shadow-tethered class that wields Alchemy (chemical compounds and transmutation conduits), Experimentation (live test subjects and the scientific method), and Botany (corrupted blighted plantlife), based at the Archivists guild in Spinesreach.
| At a glance | |
|---|---|
| Tether | Shadow |
| City | Spinesreach |
| Guild | Archivists (no Divine Patron) |
| Skill sets | Alchemy, Experimentation, Botany |
| Mirror class | Shaman (Spirit) |
| Sister class in guild | Archivist |
| Signature mechanic | Alchemical conduit, blighted foliage, sentient experiments |
| Best for | Players who want a Shadow scientist with chemistry, mutation, and corrupted nature |
The Alchemists joined the Archivists in 503 MA, bringing expertise in the natural sciences to the Archivium’s repertoire. Where Archivists pursue numerological abstraction, Alchemists work in the more material end of the lab: minerals, compounds, plant biology, and the live test subjects that make their botany and combat work possible.
This is one of Aetolia’s most morally complicated classes. If you want to play a scientist who corrupts nature, grows aberrant blight wherever they go, and treats sentient experiments as both tool and combat asset, the Alchemist is the class for that work.
Origin and lore
Alchemists joined the Archivists guild in 503 MA, leveraging their expertise in the natural sciences to complement the Archivium’s numerological scholarship. The merger formalized a working relationship that had existed informally for years among Spinesreach’s scientific community.
The blight that defines much of Alchemist combat originated with Litrix, a Xorali scientist in the employ of Spinesreach. Prolonged experimentation transformed once-natural flora into something quite unnatural and distinct: a morass of aberrant foliage, vividly colored and almost sentient. The blight is composed largely of shadow element, and it constantly seeks to expand.
Feirenz Ourborian later succeeded in altering the fundamental elemental composition of Litrix’s creation, granting Alchemists the power to control blighted plantlife as an extension of their own influence. Modern Alchemists can coax the blight to overrun regions and claim it as part of their own domain.
Skill sets
The Alchemist skill sets are Alchemy, Experimentation, and Botany.
Alchemy takes notes from chemistry. Using minerals from the earth in conjunction with an alchemical transmutation conduit, an Alchemist creates virulent compounds that crystallize when inhaled, manages volatile chemical reactions, and unleashes crackling lightning and violent explosions. This is the most flashy and direct skill in the Alchemist’s arsenal.
Experimentation draws from the scientific method. Dutifully-trained live test subjects, each created to serve specific purposes, will fearfully heed an Alchemist’s call. These specialized experiments draw on their artificially altered state to elicit certain deadly effects in combat. Compounds applied to an alchemical conduit can also produce a slew of inhibiting and helpful effects.
Botany is, in the eyes of an Alchemist, a replication and improvement on a Shaman’s command of nature. Rather than relying on magic, Alchemists bend, corrupt, transform, and subjugate nature through serums, chemicals, and pheromones. Field labs let an Alchemist set up a remote workstation out of view, free from urban interference.
Skill abilities
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.DetailsTarget Location Same location
Damage Type Electric
Damage Source Arcane
Base Damage 100 + 15%
Base Damage (Denizen) 1035
Added Bonus Damage (Catalysed) x10%
Equilibrium Recovery 3.75 seconds
Equilibrium Recovery (Catalysed) 3.25 seconds
Equilibrium Recovery (Denizen) 3.50 seconds
Generated Volatility (Not Boosted) 1 volatility
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 30 willpower to use.
Requires both arms functional.
Requires at least one leg functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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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.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 degrade your target's mental faculties, causing confusion and impatience.
Catalysed effect:
In addition to the aforementioned afflictions, the target will also begin to suffer from hallucinations, 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.
When used against a denizen, the additional leaps will only target other denizens who are currently attempting to fight you, otherwise no extra leaps will occur.
Catalysed effect:
Adventurers 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.
If the first time it picks an affliction is one that the target already has, then it will try again, but only one extra time.
List of possible afflictions it can give:
Egocentrism, stupidity, epilepsy, peace, paranoia, hallucinations, psychosis, 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 blight 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.
Experimentation
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Extispicy
DescriptionSyntax: DERIVE EXTISPICY <target>
Extispicy is a foundational aspect of biological sciences, and by carefully dissecting parts of a corpse carried about your person, you may utilise the entrails to divine knowledge of your target's location - whether friend or foe.
If they are within the area with you, you will be able to discern their current state of health.
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Ignition
DescriptionSyntax: DERIVE IGNITION <target>
To run from fire is an animalistic response ingrained in most creatures; a simple concoction, when ignited, can burst with a harrowing boom and a flash of flame.
While admittedly little more than a flashy chemical reaction, this display will drive your target into a state of panic, afflicting them with fear and forcing them to flee from the room in an instinctive act of self-preservation.
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Obfuscation
DescriptionSyntax: DERIVE OBFUSCATION
A pinch of minerals coating your conduit will produce a billowing black smoke that obscures your form. Enemies that seek to harm you with either cutting or blunt damage will find their attacks less effective thanks to their impaired vision.
This defence will protect you so long as you wield your conduit, but be warned: dropping or ceasing to wield it will forsake its protection.
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Dissolution
DescriptionSyntax: DERIVE DISSOLUTION <target>
The proper combination of chemicals and minerals thrown precisely at the anchor point of a doppleganger or mirrormask entity will create a reaction that quickly and cleanly severs their ties to this plane, banishing them.
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Gasmask
DescriptionUsage: DERIVE GASMASK <element>
A trained Alchemist is precisely aware of the tools provided to them by their surroundings; by utilizing scraps pulled from a corpse, as well as a handful of ink, you can fashion together an effective gas mask to protect you from the noxious effects of the world at large.
While anyone can wear the mask, its fit is dependent on the sizing fashioned by the creating Alchemist, and thus will offer only them the maximum protection.
Inks:
Fire: 1 red ink, 1 yellow ink.
Magic: 1 red ink, 1 green ink.
Cold: 1 blue ink.
Electric: 1 yellow ink.
Poison: 1 green ink.
Psychic: 1 purple ink.
Asphyxiation: 1 gold ink. -
Crutch
DescriptionSyntax: DERIVE CRUTCH [OFF]
By utilising your conduit as a protective crutch, it will protect the limb you are currently parrying by deploying a minor field of electricity to surround it. Maintaining this will drain mana so long as it is active.
If an enemy moves to strike that limb, the conduit will electrocute the attacker, and if that limb is broken, then it will deliver a masked mental affliction.
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.Cooldown (on proc): 2 seconds
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Cognisance
DescriptionSyntax: DERIVE COGNISANCE <ON|OFF>
It is an Alchemist's duty to be acutely aware of the status of their experiments, thus it comes as no surprise that you possess an unrivaled ability to perceive your opponent and their symptoms.
While you are cognisant of your opponent, any loki effects that strike your foe will report their afflictions to you while keeping them unaware. Additionally, any loki venom that you inflict upon others will no longer deliver effects the target already suffers from.
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Disciplines
DescriptionSyntax: DISCIPLINES
DISCIPLINE <discipline> RECALL
DISCIPLINE <discipline> DISMISS
DISCIPLINE DISMISS ALLWhile expected to be exceptional in all scientific pursuits, some Alchemists may display a particular affinity for certain disciplines. Through rigorous study in these different fields, you will find yourself capable of recalling your teachings in a time of need. Be warned, however, that actively recalling teachings from a discipline will take a mental toll that is multiplied by the number you try to simultaneously keep at the forefront of your mind.
Available disciplines are:
[Field Studies]
Grants forestwalking and health regeneration in blighted and forest rooms.[Research]
Offers a 2% chance to resist mental afflictions you receive.[Compounding]
Enhances Alchemy, causing catalysts to have a 25% chance to not reduce volatility.[Biology]
Enhances healing, causing both blighted and forest rooms to periodically heal an affliction so long as you are not suffering from paralysis.[Experimentation]
Enhances the abilities of your experiment, causing it to strike faster.[Procedure & Protocol]
So aware are you of standard procedure and protocol, force abilities and effects will have no effect on you.[Chemistry]
Allows you to completely negate an elemental attack on a 20-90 second cooldown. -
Prognosis
DescriptionSyntax: DERIVE PROGNOSIS <target>
Your critical eye is easily able to assess a target's physiological state and, by providing to them a detailed prognosis of their future maladies, you are able to instill them with dread.
While affected by this state of dread, a victim will be unable to cure themselves of the effects of the infiltrative compound, nor will they be able to cure the blighted effects of your pathogen skill.
The prognosis effect may only be removed by leaving the source - the Alchemist that derived it - for a long enough time, or focusing one's mind while unaffected by any other mental affliction.
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Expeditions
DescriptionSyntax: DERIVE EXPEDITION ESTABLISH
DERIVE EXPEDITION FORFEIT <area>
DERIVE EXPEDITION LIST
DERIVE EXPEDITION TRAVEL <area>Insofar as field studies are concerned, Alchemists will often find themselves tracing the same paths and studiously observing for changes along the way. Establishing a route as a formal expedition ingrains the way so effectively in an Alchemist's mind that traversing it comes as second nature, allowing focus to be paid instead to more eruditious endeavors.
You can create up to three expeditions, the likes of which are formally marked with a stake of wood at its endpoint. There is no use in attempting to establish multiple expeditions to a single area.
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Lifevision
DescriptionSyntax: LIFEVISION
Your rapt attentiveness has developed over time to allow for the ability to notice all living things within your sight, regardless of attempts to hide. You will additionally find yourself capable of occasionally spotting illusory attempts to trick you.
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Delegation
DescriptionSyntax: DERIVE DELEGATE <target> <area>
Much to your chagrin, it is sometimes necessary to rely on others to complete tasks for you. You may delegate an expedition to another of your choice, sending them off to your expedition marker.
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Hallucinogen
DescriptionSyntax: DERIVE HALLUCINOGEN <target> [phobia]
So long as your target has at least three mental afflictions, you can slip them a powerful hallucinogen that is sure to compound their existing mental fragility; by doing so, you will inflict their mind with a phobia, and drain it of some mana.
You can inflict the following phobias:
Fear, agoraphobia, claustrophobia, nyctophobia, vertigo, loneliness, shyness, paranoia, or superstition.Additionally, the equilibrium cost for this skill is reduced for each mental affliction the target has. However, it will not obtain any further benefit after the fifth mental affliction.
Look at HELP TYPES for more information on what is regarded as a mental affliction
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Causality
DescriptionSyntax: DERIVE CAUSALITY <target> [IN <6-12>]
A practiced Alchemist is more than capable of educing chain reactions through the knowledge of compounds and the precise timing required for each to properly interact effectively. Provided the Alchemist has three compounds in their conduit, they may specify a time (six seconds is the default if none is provided) in which a flagrant reaction of causality will bombard their foe, dealing unblockable damage and stunning them.
Certain afflictions bestowed by the Alchemist will multiply the damage and stun from the causality when it is initially set off, each of them greatly increasing its power and allowing it to reach a near lethal state when all are present. Curing or obtaining these afflictions after the synchronous reaction is set will not alter its potency.
The following are the afflictions that will increase its potency:
Paranoia, infestation, blight, and stormtouched.If they are shielded and had all four of the above afflictions when it was cast, then the causality will annihilate it upon dealing damage.
- You have the following experiment related abilities
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Lacerating
DescriptionSyntax: EXPERIMENT REQUEST LACERATING
Request an experiment with twisted flesh and barbed claws primed for evisceration. Occasionally, one of its swipes will cause one of impairment, watery eyes, or clumsiness and will be masked from their view.
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Requesting
DescriptionSyntax: EXPERIMENT REQUEST <type>
EXPERIMENT DISMISS
EXPERIMENT RECALLAdditional syntax: EXPERIMENT HIDE and EXPERIMENT REVEAL
Request a suitable experiment for your current needs. If it happens to wander off, as they want to do, they have been painstakingly conditioned to return when called.
Should you wish to hide your experiment from prying eyes, it is capable of this as well.
Refer to HELP LOYALS for more information on leading your familiar, such as ordering it to attack and other useful commands.
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Transfusion
DescriptionSyntax: EXPERIMENT TRANSFUSION
At a cost of your own wellbeing, you may begin a transfusion with your experiment to heal it from damage taken over the course of your studies.
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Wailing
DescriptionSyntax: EXPERIMENT REQUEST WAILING
Modified vocal cords mixed with an unfortunate demeanor come together to create a wail capable of dealing psychic-based damage to your enemies, or inciting volatility for your own advantage in Alchemy.
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Toxic
DescriptionSyntax: EXPERIMENT REQUEST TOXIC
Toxic secretions will lend this experiment a potent edge when it bites an opponent, delivering both poison damage and the loki venom. Be warned, however, that it may not always bite; these particular experiments are equally fond of strangulation. If you are strangled, it will deal asphyxiation damage and sap two points of wisdom.
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Preservation
DescriptionSyntax: EXPERIMENT PRESERVATION <ON|OFF>
At a cost of a small willpower drain, you may focus on the preservation of your experiment. You will deflect orb sigils that seek to banish it, and if it is attacked when not by your side, the experiment will return immediately to you.
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Articulation
DescriptionSyntax: EXPERIMENT ARTICULATE <message>
So conditioned is your experiment that it can pick up on subtle cues and movements well enough to articulate what it is you have on your mind through its own mouth.
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Witness
DescriptionSyntax: EXPERIMENT WITNESS
Your experiment will relay to you what it is they see, quickly providing you with all in their location.
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Arachnidal
DescriptionSyntax: EXPERIMENT REQUEST ARACHNIDAL
Study shows that Djeirani subjects, grafted precisely with spinnerets and fangs, can mimic the physical dexterity of a true spider. Each venomous bite that this rabid experiment makes will cause periodic poison damage and silently deliver allergies, vomiting, or disfigurement. After a set number of attacks, it will spot an opportunity to cover your unlucky foe in a sticky web instead, entangling them.
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Interposition
DescriptionSyntax: EXPERIMENT INTERPOSITION <ON|OFF>
Though directing it to do so will cost some willpower, you can instruct your experiment to do its best to intercept a portion of that which would harm you.
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Tumefactive
DescriptionSyntax: EXPERIMENT REQUEST TUMEFACTIVE
It goes to show that even failed experiments have their purposes; calcified tumors, utilized by a motivated experiment, can cripple the limbs of your opponent and deliver blunt damage.
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Immolative
DescriptionSyntax: EXPERIMENT REQUEST IMMOLATIVE
Experiments equipped with transposed Xoran biological elements allow for a devastating breath of fire that can set enemies ablaze, stun them, or simply singe them quite severely.
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Reconfiguration
DescriptionSyntax: EXPERIMENT RECONFIGURE <quality>
You may reconfigure the form of your experiment to bring about new physical features for you to utilize on a whim. It will also recover any missing health the experiment had.
Cooldown: 20 seconds
- You have the following compound related abilities
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Compounds
DescriptionSyntax: COMPOUND CREATE <compound>
COMPOUND LISTThe creation of compounds is a cornerstone element of an Alchemist's studies. Once a compound has been created, you must apply it to your conduit and expose your opponent to it in order to unlock their potential. See AB EXPERIMENTATION AUGMENTATION and AB EXPERIMENTATION EXPOSURE for more details.
Compounds are complicated creations that are typically activated by your target meeting a specific criteria, known as a trigger condition. When the condition is met, the compound will activate, and then enact a persistent effect. When the same criteria is met a second time or the threshold no longer applies, the compound will be rendered inactive. Careful consideration of compound effects is important, as your conduit is only capable of containing three at a given time.
The creation of compounds differs according to which one you are attempting to create. Some compounds require you to be standing in a certain environment type, while others will require a raw material on hand to synthesize.
The list is as follows:
Anesthetic: Forest environments
Intoxicant: Beach environment
Inhibiting: Hills or mountains environment
Galvanic: An eagle feather OR the corpse of an eagle
Exhilarant: A piece of stag's horn OR the corpse of a stag
Toxoid: An elemental ice commodity
Caustic: Bone powder OR an animal corpse
Invigorant: A crocodile's tooth OR an animal corpse
Anticoagulant: A lion's claw OR an animal corpse
Diagnostic: An animal corpse -
Exposure
DescriptionSyntax: COMPOUND EXPOSE <target> and COMPOUND EXPOSE NONE
By exposing your enemy to the gaseous form of your compounds, you may subject them to their inhibiting effects.
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Exhilarant
DescriptionActivator: Self. Trigger condition:
The exhilarant compound is activated by passing the threshold of 3 volatility - this can be done by gaining volatility, or by depleting it past that mark.Target: Self. Activation effect:
The volatility around you will be converted into mental fortitude, restoring a small amount of mana and willpower to yourself. -
Augmentation
DescriptionSyntax: COMPOUND AUGMENT <[compound 1] [compound 2] .. [compound nth]>
COMPOUND REMOVE <compound>
COMPOUND REMOVE ALLYou may augment your conduit with up to three different compounds. To ensure quality, you may only utilize compounds of your own creation, and only one of any single type can be utilized at once.
In some cases, it may be possible have more than three compounds at once. Please refer to AB EXPERIMENTATION <compound> to learn more.
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Toxoid
DescriptionActivator: Self. Trigger condition:
The toxoid compound is activated by the Alchemist dropping below 50% of their maximum health. This can be accomplished both by being damaged, or by causing self harm. You will be unable to heal up past 50% of your health while in this state.Target: Exposed target. Activation effect:
The toxoid compound will bestow upon your opponent the spiritbane affliction for as long as the compound is active, preventing natural passive health regeneration. Alchemy attacks against the target that deal non-passive electric damage will also heal you for 30% of the damage dealt. -
Invigorant
DescriptionActivator: Self. Trigger condition:
The invigorant compound is permanently activated once strung by the Alchemist, providing you wield your conduit.Target: Self. Activation effect:
While active, the invigorant compound will act as an anesthetic of sorts, numbing the Alchemist to the pain of the crippled limbs and allowing them to use any Alchemy abilities without the requirement of working arms. -
Caustic
DescriptionActivator: Exposed target. Trigger condition:
The caustic compound is activated by a target breathing it in using a shield tattoo or any other means of forming a temporary barrier. This does not apply to the prismatic barrier generated by using a lyre or other such means.Target: Exposed target. Activation effect:
The next time your opponent attempts to form a shield, the compound will engulf and erode it whilst simultaneously delivering a masked mental affliction from the antipsychotic tree in the process. The compound will then go inactive once more.You can view HELP CURE ORDER for more information on afflictions in the antipsychotic cure tree.
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Anticoagulant
DescriptionActivator: Attuned target. Trigger condition:
The anticoagulant compound is activated by a bleeding target that breathes the compound - achieving at least 200 bleeding will activate the effect. This effect can only be triggered once each time your foe passes 200 bleeding, not if they continue to bleed.Target: Exposed target. Activation effect:
While active, shards from the Virulent ability will more effectively be embedded into your opponent's flesh, preventing them from being removed by any means. -
Diagnostic
DescriptionActivator: Exposed target. Trigger condition:
The diagnostic compound is activated whenever the Exposed target uses the Diagnose ability to check their afflictions. You can view AB SURVIVAL DIAGNOSE for more information.Target: Self. Activation effect:
Generate 1 volatility when the compound activates for use in Alchemy. -
Anesthetic
DescriptionActivator: Self. Trigger condition:
The anesthetic compound is activated by the Alchemist receiving a cumulative amount of damage - roughly about 2000 damage. Once this amount of damage has been passed a second time, the compound will deactivate.Target: Self. Activation effect:
The revitalizing effects of the anesthetic compound will flood your body, numbing you to a portion of all damage received. -
Inhibiting
DescriptionActivator: Exposed target. Trigger condition:
The inhibiting compound is activated by a Exposed target having Causality cast upon them.Target: Exposed target. Activation effect:
Upon activation, the inhibiting compound will afflict the target with an inhibiting aroma. This effect will occasionally infiltrate your opponent's body and wreak havoc upon their motor functions - preventing them from leaving, and knocking them prone and off balance. -
Intoxicant
DescriptionActivator: Exposed target. Trigger condition:
The intoxicant compound is activated by a Exposed target attempting to focus their mind to cure mental maladies. The condition will only be achieved if the opponent is both capable of focusing and consumes the proper balance.Target: Exposed target. Activation effect:
While the intoxicant compound is active, your victim will find themselves incapable of precisely touching their tree tattoo to any practical effect. -
Galvanic
DescriptionThis compound does not count towards your maximum allowed limit of augmentations.
Activator: Exposed target. Trigger condition:
The galvanic compound is activated by a Exposed target attempting to cure two afflictions from the same curing tree in a row through the use of curative pills.You can review HELP CURE ORDER to learn more about the various curative trees.
Target: Exposed target. Activation effect:
After three seconds of exposure to the compound, your foe will be afflicted with the stormtouched affliction, which nullifies the usefulness of their electrical resistance.
Botany
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Lift
DescriptionSyntax: BOTANY LIFT
Climbing trees is primitive and crass, and a skilled Alchemist need not bother themselves with such banalities. Should you wish to ascend to the canopy, you can simply force nature to lift you up, ignoring disabling effects such as paresis.
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Diffuse
DescriptionSyntax: BOTANY DIFFUSE
Should you find yourself surrounded by domains that are not blight, such as the dense fogs of a Tidesage or the sands of a Teradrim, you may invoke a potent acid to corrode it away and sterilise the area. If the domain's creator is present, there will be a slight delay before the fog disperses.
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Camouflage
DescriptionSyntax: BOTANY CAMOUFLAGE
By twisting the natural plantlife to your whims, you may coerce the foliage to conceal you, ensuring privacy when studying. This camouflage is only effective while standing in a forest location.
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Quills
DescriptionSyntax: BOTANY QUILLS [target]
By forcibly amalgamating cuttings from a variety of foliage, you have learned to produce unnaturally strong quills. Harvesting these for armour will provide you, or a target of choice, substantial protection against physical damage, while ensuring the deadly points will puncture those who strike you, returning the mitigated damage to the attacker.
There is also a 33% chance that your quills will give the loki venom to the attacker, although this venom is not hidden like usual.
Cooldown: 20 seconds
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Subversion
DescriptionSyntax: BOTANY SUBVERT
Subvert the will of the Cycle to aid in your own restoration, relieving you of one random malady.
If you are standing within a forest or a location with aberrant foliage, you can tap into nature even further and cure a second affliction from you. Nature abhors those who subvert its will, and you will only be able to cure a second affliction every 35 seconds, even if you use this skill again.
This ability is not usable while you suffer from paresis or paralysis.
Cooldown: 20 seconds
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Sterilisation
DescriptionSyntax: BOTANY STERILISE
Requires elemental ice.Damaged working conditions simply will not do, and by utilising elemental ice, you may restore the natural state of an environmental location that has been transformed in some way.
This ability typically costs a single ice to carry out, but if the locale has been exterminated by dark magic, the price will be tenfold.
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Pheromones
DescriptionSyntax: BOTANY PHEROMONES <target>
By imposing your scientific will on the natural world, your enemy shall become nature's enemy. Foes of yours that stand within forestal locations, or those infested with your blight, will have their magical shields destroyed, and suffer additional damage from natural weather effects.
Only one target may be afflicted at a time and it will have little effect if you are in the same location as the target. The effect will fade if they no longer stand within a location with blight or a forest. - You may utilise the following laboratory-related abilities
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Claim
DescriptionSyntax: LAB CLAIM
Stake an intrusive claim upon the forests in your location, seizing it as your personal field laboratory. You may not claim a laboratory in a location someone else has already taken.
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Assessment
DescriptionSyntax: LAB ASSESS
Discern whether a location has been marked as the property of another in some fashion.
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Dismantle
DescriptionSyntax: LAB DISMANTLE
Dismantle your laboratory that you may claim a new one elsewhere. There is a short delay associated with the dismantling.
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Surveil
DescriptionSyntax: LAB SURVEIL <target>
Utilise your specialist laboratory to surveil another adventurer, taking a glimpse through the forests at someone standing within one.
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Barricade
DescriptionSyntax: LAB BARRICADE
LAB RESCINDBar entry to and from your field laboratory, preventing others from moving through it for a temporary period of time, or until you rescind it. Additionally, the barrier will prevent many line of sight abilities while within your makeshift greenhouse.
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Dictation
DescriptionSyntax: LAB DICTATE <target> <message>
From the safety of your field laboratory, you may dictate your thoughts to another; they will not know who is speaking.
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Reconnaissance
DescriptionSyntax: LAB RECONNAISSANCE
Detect the presence and whereabouts of all people who stand within a forested location.
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Specimen
DescriptionSyntax: LAB SPECIMEN
While within your laboratory, you may force the surrounding plantlife to flourish, growing a variety of wild flowers instantly.
Cooldown: Until a new Aetolian month
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Withdraw
DescriptionSyntax: LAB WITHDRAW
You may return to your laboratory from any forested location after a short delay. This is a channeled action and will require your full attention until it is complete.
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Fecundity
DescriptionSyntax: LAB FECUNDITY
By infusing some of your laboratory specimens with chemical accelerants, you may bring forth a garden of your finest samples and avail yourself of their unnatural fecundity. This will last for one quarter of an Aetolian day and grant willpower and endurance regeneration for everybody within your lab.
Cooldown: 4 hours
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Consultation
DescriptionSyntax: LAB CONSULT
You may easily travel between two laboratories that have agreed to collaborate. Refer to AB BOTANY COLLABORATION for information on how these accords are formed.
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Collaboration
DescriptionSyntax: LAB COLLABORATE <target>
By agreeing to share your research with a trusted partner*, you may open your laboratory for easy access to theirs. Once so linked, any Alchemist will be able to consult from your laboratory to end up at the collaborator's.
* They must be an ally.
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Selfdestruct
DescriptionSyntax: LAB SELFDESTRUCT
Nature's sanctity is hardly a concern for you, and in times of dire need you must simply burn it all down and start again. At the cost of your laboratory and the surrounding foliage, you can completely destroy all in your location in a single devastating chemical reaction, dealing an incredibly large amount of shadow damage. Eliciting this reaction is a complex endeavour that requires your concentration for a short period, but once the deed is done, your laboratory will be destroyed.
Once the deed is done, the forests will reject your touch and prevent you from claiming a new laboratory for at least one full season.
Cooldown (Claim): Until a new Aetolian season
- You possess the following Blight-related abilities
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Blight
DescriptionSyntax: BOTANY BLIGHT
BOTANY BLIGHT LISTWhile standing outdoors in a non-urban environment, you may simultaneously subjugate and transform nature to work on your behalf. This will cause a surge of rapid growth, but in place of healthy flora, your chymical prowess will bring forth unnatural, blighted foliage to encompass your surroundings, warped and twisted for your own ends. Blighted locations will allow numerous abilities to be used, many of them remotely.
Leaving a blighted location will not cause the growth to recede, though each blight beyond the first will place a toll on your willpower.
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Recede
DescriptionSyntax: BOTANY RECEDE [HERE]
Though it may pain you to dismiss your terrible creations, you may command all blighted locations you control to recede at once. Blight you are standing in personally will not be affected unless you specify HERE, in which case only the blight at your specific location will recede.
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Interlopers
DescriptionSyntax: BOTANY INTERLOPERS
List all those who currently stand upon your blight, along with their location.
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Containment
DescriptionSyntax: BOTANY CONTAINMENT
Requires a location with blighted plantlife.Command the foliage surrounding you to contain would-be flyers, preventing anyone in your location from departing by air.
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Clutching
DescriptionSyntax: BOTANY CLUTCH
Requires a location with blighted plantlife.Rope-like vines will come forth from your blight and writhe about your legs, securing you to the ground in a manner similar to the density defence.
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Frequencies
DescriptionSyntax: BOTANY FREQUENCIES
Requires a location with blighted plantlife.While standing within your blight, you may command the twisted foliage around you to begin humming a discordant noise. This disruptive frequency will interfere with the work of telepaths, increasing the time required to form a mind lock on those in your location. Only one such frequency can be maintained at any one time.
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Bloodsap
DescriptionSyntax: BOTANY BLOODSAP
Requires a location with blighted plantlife.By releasing part of the control you hold over your aberrant foliage, you may allow the blight to feed on any who pass through the location, tearing open their flesh with vicious thorns and infecting them with loki.
This effect will end faster if there is no blight in the room and/or you do not remain with it.
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Distractions
DescriptionSyntax: BOTANY DISTRACTIONS <ON|OFF>
At a significant drain to your willpower, you may track all movement in and adjacent to your blight.
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Wander
DescriptionSyntax: BOTANY WANDER <target>
Requires a location with blighted plantlife.While standing upon your blighted foliage, you may instantly travel to anyone else within your domain.
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Alluring
DescriptionSyntax: BOTANY ALLURE <target>
Requires a location with blighted plantlife.By corrupting nature to your own whims, dispatch a profusion of writhing vines and sweet perfume to draw an adventurer into your location, provided they stand adjacent, or, in the event they too stand amidst the blight, in line of sight.
While targets that are too dense may resist your preternatural allure, you will be able to overcome it if they are suffering from exposure to your pheromones.
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Curtail
DescriptionSyntax: BOTANY CURTAIL
Requires a location with blighted plantlife.Chemically enhance your surroundings and bring forth a rapid growth of monstrous hedges that will indiscriminately hinder all movement - including your own.
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Fronds
DescriptionSyntax: BOTANY FRONDS
Requires a location with blighted plantlife.Infuse your blight with unnaturally accelerated life, causing enemies standing within it to be struck by violent fronds, dealing cutting damage and inflicting them with the loki venom.
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Propagate
DescriptionSyntax: BOTANY PROPAGATE <target>
Requires a location with blighted plantlife.While standing within your blight, you may begin a reaction that will cause it to surge towards a target, moving it rapidly through every room between you and them. This may only be performed within the same area, and only within a limited range.
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Medicinal
DescriptionSyntax: BOTANY MEDICINAL
Requires a location with blighted plantlife.Infuse your local blight with a medicinal formula, slowly healing your allies in the area that stand within it for the next few seconds.
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Perspective
DescriptionSyntax: BOTANY PERSPECTIVE <target>
Requires a location with blighted plantlife.Your experimentation with nature often draws the ire of those ignorant to the exquisite workings you enact. While standing in your blight, you may instantly switch locations with any other standing within your domain, ensuring they see things from your perspective, while you grudgingly see things from theirs.
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Decompose
DescriptionSyntax: BOTANY DECOMPOSE
Requires a location with blighted plantlife.Instantly cause the blight in the location to decompose, but only if it was brought about by you. Doing so will generate 3 volatility for use in Alchemy.
Blightbringer will not cause the warped foliage to reappear after decomposition; you must move first.
Cooldown: 30 seconds
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Envelop
DescriptionSyntax: BOTANY ENVELOP <target>
Usable from forest rooms or blighted locations, this will bring forth a mass of golden pollen which you may then transmute into both a magical shield and a prismatic barrier to protect a target other than yourself, in the local area, provided they stand within blight or forest.
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Blightbringer
DescriptionSyntax: BOTANY BLIGHTBRINGER <ON|OFF>
Though it will incur a heavy toll on willpower, your footsteps will spread blighted foliage wheresoever you may step, provided you linger there. This blight is an ephemeral one, however, and will recede again when you leave the location.
Visual style and identity
Alchemy is flashy and immediate. The telltale signs of crackling lightning and violent explosions are never far from a working Alchemist. The transmutation conduit, an electrical metal implement, is the constant prop. Compounds in glass vials, mineral powders, and ongoing chemical reactions fill the workspace.
Experimentation brings the sentient experiments to the field. Botany covers the Alchemist in the colors of blight: vivid, unnatural hues of mutated plant life that spread wherever the Alchemist sets up shop. The class reads as a lab coat that has seen too many explosions and walks among aberrant foliage that follows it everywhere.
Side effects of the work
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 from mishandling the conduit. The lab is dangerous.
Experimentation brings additional maladies. Sentient experiments motivated by fear sometimes turn on their handler, attempting to seek freedom. Depending on the experiment type, these incidents can result in lacerations, burns, broken limbs, or fatal poisoning. Constant exposure to blight, and to its associated Botany work, can cause breathing and skin issues. Extended physical contact with blighted flora requires decontamination protocols to remove mutated spores and plant secretions.
Who plays this class
The Alchemist suits players who want a Shadow-aligned scientist with morally heavy combat. A strong mind is a prerequisite: the creation of compounds and the balancing of chemical reactions is not for those easily distracted or imprecise. Where others rely on magic and physical acumen, the Alchemist treats the mind and the scientific process as their primary armaments.
Mechanically, the class rewards players who like resource management and prep-heavy combat. Compounds, conduits, experiments, and blight all require setup. Once set up, the Alchemist becomes one of the most distinctive combat presences in Aetolia, layering chemistry, mutated flora, and trained test subjects into the same fight.
Pragmatism helps. Botany involves the deliberate corruption of nature, which many in Sapience consider abhorrent. Experimentation involves live sentient test subjects. Neither is a class for players who want a clean conscience. Knowledge has its price.
City and guild
The Alchemists work from the Archivium in Spinesreach, the city of artifice and the Shadow Tether’s scientific bastion. Patron: none (the Archivists guild has no Divine Patron, which is unusual in Aetolia). The Architect of Progress, Legyn, leads the guild, with Curators Solen and Semyon overseeing the divisions. The guild houses both the Archivist class and the Alchemist class.
Joining the Alchemists means committing to Shadow. You will not be able to actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the seven untethered classes. Race is independent of class, so you can play an Alchemist of any Aetolia race.
The Alchemist mirror is the Shaman, Duiran’s nature-bound priest class. Both work with nature in their primary art, but the relationship is opposite. Shamans commune with Dia’ruis and the Guardians, bending nature gently. Alchemists corrupt nature with serums and pheromones, growing blight where Shamans grow forests. Same chassis, opposite ethics.
Frequently asked questions
Other classes to consider
Three classes worth a look if the Alchemist profile interests you. Or see the full Aetolia class roster for the rest of the roster.
Archivist
The sister class in the Archivists guild. Geometrics, Numerology, Bioessence. Pick Archivist if you want the same guild, the same lack of Patron, and the same scholar frame but prefer numerological abstraction and tokens to chemistry, conduits, and blight.
Shaman
The Spirit mirror. Primality, Shamanism, Naturalism. Pick Shaman if you want the same nature-focused chassis but prefer Duiran’s reverence-and-Cycle frame to the Alchemist’s pragmatic corruption-of-nature approach.
Bloodborn
Bloodloch’s dark physiological mage. Humourism, Esoterica, Hematurgy. Pick Bloodborn if you want a Shadow scientific-magic class that focuses on the body itself rather than chemistry and flora, working with humours and blood rather than minerals and pheromones.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Alchemist and play free
