The Alchemist Guild is a special guild. The Alchemists are the masters of the Elements. Members can fight from the middle row with their thundersticks, demonstrating deadly accuracy, while blasting foes with raw elemental power. Alchemist is also a service guild, which provides services, such as enchantments and imbuing equipment with the power of the elements, which can earn you much needed gold for later. For flavor purposes, advanced Alchemists can put together golems for castle defense. Before training any spells or skills, the first thing that a newbie Alchemist should do is explore. Exploring cities and areas, but not outerworld maps, or the places on a world between areas, gives experience for the first time you go through them. If you have questions about how something in Alchemist works, feel free to ask over the alchemist channel or, if there are no other alchemists on, the mentor channel (help mentor). The newbie guide (help guide, help newbie advantages) can be very helpful in answering general questions and other functions. ------------- |Levels 1-7| ------------- Highly Recommended Skills- Blasting (level 1) - Determines ability to hit with your thunderstick, the signature weapon of the Alchemist. (Who else would use a tube filled with explosive powder and slugs as a weapon?) Targetting (level 1) - Allows you to choose who you're aiming your thunderstick at. Don't aim at yourself! Smother Fire (level 2) - Allows you to extinguish raging fires with ease. Very important to have at the ready in case of a fire spell/skill fumble once you are no longer a newbie! Slugmaking (level 3) - Creates ammunition for your thunderstick, requires mineral components. Thuderstick (level 3) - Influences damage done by your thunderstick. Strengthen Armor (level 4) - Not usually asked for, but very useful. Adds protection value to bulk 2 (somewhat bulky) or higher armors (reducing the damage the wearer takes). Geology (level 5) - Find mineral components in outerworld rooms. Botany (level 5) - Find plant components in outerworld rooms. Glass Blowing (level 6) - Create spheres (for holding fundamentals, the prime components of some of your spells), bottles (for potions) or vials. Requires a sandbag with sand remaining and a glassblowing kit. Zapping (level 6) - This allows you to use wands either found on creatures in the wild or made by fellow players. Extremely useful for versatility, allowing an alchemist to cast any hermetic spell up to level 14. Highly Recommended Spells- Magic Missile (level 2) - Your first attack spell. It's not very powerful, but it's quick. Preserve Corpse (level 4) - Not extremely useful early on, but required for others to craft items and for the construction of castle golems. Feather Weight (level 7) - Reduces the weight of items, making them MUCH easier to carry. ------------- |Levels 8-10| ------------- These levels are where the Alchemist gets their first tastes of true freedom and creativity. Potion making and playing with the fundamentals, fundamental parts of the elements, starts here. Highly Recommended Skills- Fire Building (level 8) - Adds light, and a small amount of regeneration value to the room. Great for those times when the group is healing up after a fight. Will also help you capture fire fundamentals. Create Minor Potion (level 9) - The name says it all. The potions you get from this skill can be donated to gain much needed guild dues, without which, advancing to the higher levels is not possible. Use of this skill requires a bottle (from the glassblowing skill), a glass distillation column, a bag of herbs, and a fundamental, to bind the magic. Enhance Fundamental (level 10): This lets you charge up your fundamental for more uses, allowing you to skip needing to create more fundamentals if you spend a little time preparing before using them. VERY IMPORTANT. Highly Recommended Spells- Disenchant Item (level 8) - Not useful early, but once you're able to enchant equipment, this allows you to fix any errors you make while working on them. Capture Fundamental (level 9) - Catches one of the 8 fundamentals (Lightning, Ice, Flame, Stone, Void, Cloud, Sulfur, Rust). TIP: To capture fundamentals, go where that element dominates, IE. mid-air for air, a cave/cavern for earth, a lake/river/stream for water, and a campfire for fire. Requires a glass sphere (from the glassblowing skill). Emit (level 9) - Adds light/dark value to a piece of equipment. Great for moving the light value of a room to levels where you can see. Flight (level 10) - Allows for magical flight. Castable on others. Some exploration will require the ability to fly. Fundamental Travel (level 10) - This spell will take you to a random spot in the outerworld on the world associated with the fundamental used in the casting. This could leave you up in the air, literally, so be sure to be flying before casting this spell. -------------- |Levels 11-15| -------------- Now the Alchemist starts showing more of their true power, mastery of the elements and potion making. Highly Recommended Skills- Elementalize Ammo (level 11) - Enables ammunition to do damage types other than pure physical. Extremely handy for letting ranged combatants strike weaknesses. Mix Fundamentals (level 12) - Combine fundamentals to create secondary fundamentals. Requires 2 fundamentals and an empty sphere. Deadeye (level 13) - Increase your chance for a critical strike next turn when attacking with a ranged weapon. Quite strong! Create Major Potion (level 14) - Offline for reworking. Train it to freemax, no higher. Quick Chant (level 15) - Decreases casting time on your spells. A MUST TRAIN! Straw Golem (level 15) - Creates a pet out of plants that will take hits for you, hit your foes, and let you use ranged combat while alone. Very handy for soloing! Highly Recommended Spells- Elementalize (level 13) - Adds resistance to a piece of armor, or changes damage type on a melee weapon. Requires 1 fundamental charge associated with resistance/damage type and 1 earth fundamental charge (to bind the elemental energy) Flame Arrow (level 13) - Attack spell, sending a bolt of flame at your enemy. Enchant Armor (level 14) - This adds up to +4 of a stat of your choosing, per slot on the armor. Slightly more for health regen, less for endurance point regen Enchant Weapon (level 14) - This adds up to +5 of a stat of your choosing to the weapon. Recharge (level 14) - This adds more charges to a wand, but can shatter it. Very handy if you have a wand with a useful spell in it that you want to keep using. Major Electrical Resistance (level 15) - This spell grants the target 50% resistance to electric damage, extremely important for fights that deal it. -------------- |Levels 16-20| -------------- The alchemist can finally bring forth their full power in the final steps of their training. Vital skills- Enhance Targetting (level 16): This allows your ranged combat criticals to deal much, much more damage. Max this as soon as possible if you wish to use any sort of ranged implements. Sniping (level 18): A very handy combat starter to use when soloing, it allows you to get a lot of shots in on a foe before they can hurt you or your golem companion! Marksmanship (level 18): This skill increases the accuracy of your shots with ranged weapons, very handy if you find your slugs just aren't reaching the mark. Stone Golem (level 20: Make a tanking pet even stronger than a Straw Golem out of minerals. Very useful even in parties for the extra damage it brings. Important Spells- Major Acid/Fire/Cold Resistance (levels 16/17/18) These give 50% resistance to the respective element to the target, vital for any fight that inflicts such damage. Repair Construct (level 16): Golem taking a beating? Fix it up with this spell and get back in the action. Also works on Construct-type players! Sensitize (level 17): Foe doesn't have a weakness for you to hit? Give it one! You can only inflict one vulnerability on any target and it does not expire. Make sure you coordinate with the party to make sure you help everyone's overall damage. Protect Construct (level 17): 50% physical damage reduction to your golem pets AND to any construct-type players. Amazingly handy spell, especially if you are with a construct tank like a Xodar. Summon Minions (level 18): Cast this if you lose track of your golem and it will summon it to you from anywhere in the Retroverse. Elemental Burst (level 19): Throw a fundamental-grenade at your foes to deal damage of your choice to all targets in the room. Very helpful spell when there's many foes you need dead now. Elemental Ray (level 19): By focusing on an elemental, fire a beam of that type at your enemy to deal some solid single-target damage. Very versatile. Greater Identify (level 20): This lets you know how powerful a piece of equipment can be. If one offers up experience to power up the spell, it will give exact details to you. Situational Spells- Create Rack (level 16): Allows you to make a rack to hold specified objects over reboot inside a castle. Very handy for stockpiling ammo ahead of time, this will allow you to refill ammo on the go and speed up your versatility in a party. Hardening (level 19): Lowers incoming damage on equipment. While the protection offered is not as complete as Protect Armor/Protect Weapon, it is helpful when a merchant is not available and is preferred by some players since there is no gold cost for the spell. Also be sure you train it to max as a fumble can destroy the target instantly! --------------------- |Further Suggestions| --------------------- Guild Pathing (After level 20)- This is where you start to specialize your alchemist and really create a unique character. There are three general paths you will want to look at. First is the magical damage route, similar to the path you would walk as a mage. Second is the ranged combat expert. Finally you can focus on versatility in all things and specialized services. As you become more familiar with the Retroverse you can also consider dual-priming with other primary guilds (Merchant, Necromancer, etc) or just dipping in for a few levels to get a particular skill you desire. Magical Damage: Asphyxiamancer: You focus on asphyxiation damage and drowning your enemies. Corrosionist: You become a master of all things acid. Cryomancer: You master the ability to freeze foes solid. Discordian: You focus on chaos magic and random chance. Electromancer: You focus on mastering electric damage and harnessing lightning. Geomancer: You learn the secrets of the earth and master disintegration damage. Illusionist: You focus on illusion damage and mastering the hoodwink. Pyromancer: You become one with the flame and fire damage. Toximancer: You learn to master poison and all its intricacies. Ranged Combat Expert: Geomancer: Along with providing a path to magical damage Geomancer also provides the ability to specialize with slings. Sharpshooter: You learn to master the thunderstick, the epitome of alchemical weapons. Versatility: Telemancer: You learn the arts of quickly moving people anywhere in the Retroverse, extremely useful but also very limited in long term pathing choices. Antiquarian, Chovihani, and Enochian: Very specialized and thematic guilds. These are rarely taken choices and should be carefully considered before being chosen. Newbie Areas- Your newbie guide can send you to a newbie area on the world you are on. While they are all safe to explore, many can be too tough for a lone alchemist. Always feel free to ask on the mentor or retro channels to find people to help you out. Final Thoughts- Make use of the mentor channel. Some players may seem gruff, but there is almost always someone helpful listening. When looking for parties, let people know that you are an alchemist, and helping you now may get them improved rates on your services when you get powerful enough. |