Difference between revisions of "Fanmade:Alchemist"

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The '''Alchemist''' is mainly a [[caster]]/[[ranged]] class, with several possible variations on gameplay and multiple builds. The Alchemist can throw lethal potions onto his enemies, inflict them with various [[debuff]]s using hex fields, or summon natural phenomena to attack his enemies or help his allies.
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The '''Alchemist''' is mainly a [[caster]]/[[ranged]] class, with several possible variations on gameplay and multiple builds. He (much like his female counterpart) is an student of alchemy, an apothecary, and a philosopher. The Alchemist can throw lethal potions to attack his enemies and inflict them with various [[debuff]]s, and manifest powerful spirits to fight for him, protect him, and even change his form. His shape-shifting abilities allow him to vary his standing on the field; making him elusive, deceptive, magic-mighty, or a pure tank. The new skill system includes runestone effects and traits designed specifically for the Alchemist.
  
  
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|classtype= fanclass
 
|classtype= fanclass
 
|role= [[Caster]]
 
|role= [[Caster]]
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]
 
<!-- Class Skills -->
 
|skilltree1= Concoction Skill Tree
 
|skilltree2= Hex Field Skill Tree
 
|skilltree3= Phenomenon Skill Tree
 
 
<!-- Background -->
 
<!-- Background -->
 
|origin= [[Dry Steppes]]
 
|origin= [[Dry Steppes]]
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The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kehjistan]]. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the [[Necromancer]]s share a common root with the Hex Fields of the Alchemists, and the [[Horadric Cube]] is actually an elder secret bestowed to the [[Horadrim]] to show the Alchemists' support. Of all the mage clans of Sanctuary, the Alchemists are most closely tied to the Priests of Rathma -some believe they share a common history. The two orders often refer to each other as "two sides of the same coin."
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The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kehjistan]]. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the [[Necromancer]]s share a common root with the Alchemists' studies of physiology and psychology, and the [[Horadric Cube]] is actually an elder secret bestowed to the [[Horadrim]] to show the Alchemists' support. Of all the mage clans of Sanctuary, the Alchemists are most closely tied to the Priests of Rathma -some believe they share a common history. The two orders often refer to each other as "two sides of the same coin."
  
  
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With the destruction of [[Arreat]], the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set foward to study the strange occurences of the West. They are indeed are rare sight, as few in the world of Sanctuary have the natural ability and focus to be trained in the arts of the Oruegia, and only when they are young do they wander the world. While Alchemists are known to have knowledge of countless fields, these two have specialized their knowledge in the pursuit of potion-making, fundamental hex fields, and the study of the world´s natural phenomena. After countless years of training and studying, the apprenticeships of the two have ended, and they set out to begin their own studies of the world. Though still inexperienced, the training of the youths guides them to understand and combat the chaos that has come upon us.
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With the destruction of [[Arreat]], the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set foward to study the strange occurences of the West. They are indeed are rare sight, as few in the world of Sanctuary have the natural ability and focus to be trained in the arts of the Oruegia, and only when they are young do they wander the world. After countless years of training and studying, the apprenticeships of the two have ended, and they set out to begin their own studies of the world. Though still inexperienced, the training of the youths guides them to understand and combat the darkness that has come upon us.
  
  
===The Squared Circle===
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==Class Design==
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The Alchemist is a devoted scientist and student of the philosophical arts. Unlike the wizard, he is a patient scholar, who has learned his skills from years of dedicated research and practice -he is learned and experienced. Science is his faith, and he bases his beliefs on logic and knowledge of scholars passed. The alchemist is mainly a [[caster]]/[[ranged]] class, with the ability to cast a wide variety of potions and call upon spirits to either attack enemies or give the Alchemist a boost in some way. Given such a wide variety, new players can handle the class with relative ease while more experienced players can focus on skills that complement each other for complex and interesting character builds. Along with a variety of caster builds, a player could choose to design a melee fighter build, a crowd-control/debuffing build for multiplayer, or a number of other possibilities.
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Although the alchemist has some skills that require moving into melee range of an enemy, he typically tries to keep his enemies at a distance. To this end, he possesses several spells that work to manipulate enemies by weakening them, slowing them, repelling them, or keep them from casting magic. He can also boost his own skills and even shape-shift to grant him various enhancements and abilities. He is capable of inflicting damage in the forms of physical, elemental, and magical attacks.
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===Resource System===
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Given that the resource systems have yet to be finalized for canonical classes, the resource for the Alchemist cannot be determined at this time; however, it wil no longer be mana. The general idea is to base it on the steps of the Great Work of alchemy, although it is not yet known how this will be done. The way of the Great Work can be seen in the symbol of the Orue Agea below.
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[[Image:Squared-Circle.jpg]]
 
[[Image:Squared-Circle.jpg]]
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:
 
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:
  
'''The Outer Circle'''– The Chaos of Existence, from which all things come.
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'''The Outer Circle'''– The Chaos of existence, from which all things come. It is the Prima Materia, the first matter, which is the base form of creation.
  
'''The Foundation Triangle'''– The three base elements of matter:
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'''The Foundation Triangle'''– The three fundamental susbstances of matter that arise for the Chaos:
 
'''Sulfur'''     - '''Mercury''' - '''Salt'''
 
'''Sulfur'''     - '''Mercury''' - '''Salt'''
  
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''>Each magical element has its own patron in alchemic lore:
 
''>Each magical element has its own patron in alchemic lore:
'''Vulken of Fire''' - '''Enquira of Water'''
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'''Vulken of Fire''' - '''Enquirre of Water'''
- '''Agathaea of Earth''' - '''Heremis of Air'''''
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- '''Agathaea of Earth''' - '''Hermothes of Air'''''
 
 
'''The Balanced Ring'''– The duality of existence: male & female, light & shadow, good & evil.
 
 
 
'''The Inner Circle'''– The Order of Existence, that bonds all things together.
 
 
 
 
 
==Class Design==
 
The alchemist is mainly a [[caster]]/[[ranged]] class, with the ability to cast a wide variety of potions, natural phenomena, and can supplement these attacks with reality-altering Hex Fields. Given such a wide variety, new players can handle the class with relative ease while more experienced players can focus on skills that complement each other for complex and interesting character builds. Along with a variety of caster builds, a player could choose to design a melee fighter build, a crowd-control/debuffing build for multiplayer, or a number of other possibilities.
 
  
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'''The Balanced Ring'''– The duality of existence: male & female, light & shadow, mind & body, physical & ethereal.
  
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'''The Inner Circle'''– The Order of existence, that bonds all things together and gives rise to life. It is perfection.
  
==Attributes and Skills==
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The Alchemist does not rely on traditional magic, as he is not the typical mage. His resource would be focused on used his connection to magical energy to manipulate the chaos that hides everywhere and use it to craft more complex sunstances and energies. The skills reflect this progression along the Great Work, as the first tier involves the fundamental substances, while the elemental skills appear mid-way through the list. The top tiers concerns dual natures and profound powes of order. My personal liking is for something akin to "Focus," as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development.
Most alchemist skills require a decent amount of [[mana]], so [[Life]] is needed to quickly regenerate spend mana. [[Willpower]] is an important attribute is boost skill damage. Most potions act as a ranged attack, as do most of the phenomena. Hex Fields act similar to both the [[Necromancer]]'s Curses and The [[Paladin]]'s auras. The hex field is cast in a particular spot with a radius around it. Any enemy that enters the field is affected. It does NOT follow the player or the enemies but remains fixed on the ground. Each skill is designed to be effective in its own way. Whereas some older classes had skills that would become obsolete or eclipsed after a while, each of the Alchemist's skills are designed to be useful at any level with a variety of boosting passive skills.
 
  
===Attributes===
 
The distribution of attributes has yet to have been determined. More studying needs to be done on the official classes' attributes to ensue proper balancing.
 
  
====Starting Attributes====
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==Skills & Traits==
*'''[[Strength]]:''' x
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The skills have recently been redesigned to conform to the new skill layout of the canonical classes. The former list of skills can be seen at [[Former Alchemist Skills]]. Each skill includes a description, next level effects, lore, and known rune effects. More skills are likely to be added while ones may be changed.
*'''[[Dexterity]]:''' x
 
*'''[[Vitality]]:''' x
 
*'''[[Willpower]]:''' x
 
*'''[[Life]]:''' x
 
*'''[[Mana]]:''' x
 
  
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===Tier 1 Skills===
  
====Attribute Increase Per Level====
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'''<u>Brimstone</u>:''' No damage. The Alchemist throws a vial at his feet to release a billowing yellow cloud of sulphur that lingers for a few seconds. Good for escaping a tight situation.
*'''[[Strength]]:''' x
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*'''Description''' -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds.
*'''[[Dexterity]]:''' x
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**'''Next level''' - Increases ranged of cloud and duration of blinding/fleeing effect.
*'''[[Vitality]]:''' x
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*'''''Lore''' -Not all potions are meant to attack directly. When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance of volatility to create a powerful flash and putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away.''
*'''[[Willpower]]:''' x
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*'''Rune effects'''
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** 1. Cloud changes into a stream that flows in the direction casted for X yards.
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** 2. Fiery brimstone rains down on selected target to deal X fire damage.
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** 3. The cloud follows the alchemist, leaving a wake of sulfur for X seconds.
  
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'''<u>Quicksilver</u>:''' Physical damage. The Alchemist extends a tendril of quicksilver from his hand that quickly solidifies into a spike and pierces any enemies in its way. It then reliquifies and falls to the ground. The casting rate is high and the cooldown time is short, so this is a quick way to attack close-by enemies.
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*'''Description''' -Extends a spike of liquid metal to damage enemies in its line of effect. Deals X physical damage.
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**'''Next level''' -Increases damage.
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*'''''Lore''' -Because of its liquid form, alchemist have long considered quicksilver to be the base form of metal and the fundamental substance of fluidity. An alchemist can send out this quicksilver to strike at enemies with its metallic tendrils.''
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*'''Rune effects'''
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** 1. Increases range and damage of tendril by X%
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** 2. Skill becomes protective circle that automatically attacks nearby enemies X number of times.
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** 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.
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** 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.
  
===Alchemist Skills===
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'''<u>Salt Acids</u>:''' Lightning damage. The Alchemist sprays nearby enemies with acid that shocks them. Afterwards, affected enemies are susceptible to random spasms that shock them again and interrupt their actions.
The alchemist skills are arranged into to three distinctive skill tree categories:
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*'''Description''' -Sprays enemies with acid while button is held to deal X lightning damage per second. Affected enemies then have Y% chance to spasm, interrupting their currect action, over next 5 seconds.
* Concoction
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**'''Next level''' -Increases damage and chance to spasm.
* Hex Field
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*'''''Lore''' -Salt is the fundamental substance of stability, energy in its contained form. When combined with other chemicals, salt acids are capable of stinging the flesh of enemies. The strength of the acid is capable of shocking the nerves of enemies and causing random spasms.''
* Phenomenon
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*'''Rune effects'''
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills or the Alchemist himself. The skills have recently been redesigned to conform to the new skill layout of the canonical classes. The former list of skills can be seen at [[Former Alchemist Skills]]. The current skill design appears below:
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** 1. Caster and allies can become charged; deals lightning damage to enemies within X yards for Y seconds.
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** 2. Living and slain enemies can become charged; deals lightning damage to other enemies within X yards for Y seconds.
  
[[Image:Alchemist Skill Trees.JPG|975px|The completed skill trees.]]
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===Tier 2 Skills===
  
====Concoction Skills====
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'''<u>Black Powder</u>:''' Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back.
The Concoction tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs. The Muriatic Acid, Aqua Vitae, Ichor and Alkahest skills can either be casted on the caster or an ally to add that type of damage to their weapons, or used to attack an enemy directly for greater damage and additional effects.
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*'''Description''' -Explodes in direction casted to deal X fire and physical damage and deal knockback.
<div style="clear:both;"></div>
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**'''Next level''' -Increases damage and knockback amount.
'''<u>Tier 1 Skills</u>:'''  
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*'''''Lore''' -Should an alchemist be in need of force, he can cast a volatile powder that generates powerful explosions. So great is the force of the explosion that it can knock enemies away from the blast.''
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*'''Rune effects'''
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** 1. Lengthens the blast range by X yards.
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** 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.
  
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.
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'''<u>Drug of Nepenthe</u>:''' Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies.
**'''''Lore''': Not all potions are meant to attack directly. When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create a powerful flash and putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away.''
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*'''Description''' -Lobs potion at target to deal X cold damage and lower enemies' precision by Y% for Z seconds.
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**'''Next level''' -Increases damage and reduction of precision.
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*'''''Lore''' -Having long studied the effects of spirits on drunkards, an alchemist can distill a combination of laudanum and absinthe into a potion that intoxicates his victims. Their thinned blood leaves them cold and sluggish, while their attacks become uncoordinated. It is unlikely that an enemy could land even a single blow while in such a drunken stupor.''
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*'''Rune effects'''
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** 1. Vial hovers over selected enemy and pours its potion onto it, even following it for X seconds.
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** 2. Vial leaves trail of potion during flight, increases ranged of cloud by X yards.
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** 3. Caster and allies' weapons can become imbued, dealing cold damage and precision reduction effect for X seconds.
  
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.
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'''<u>Noxious Miasma</u>:''' Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies. The poisoned enemies can infect secondary enemies through contact, though only until the original poison duration ends.
**'''''Lore''': Should an alchemist be in need of force, he can cast a volatile powder that generates powerful explosions. So great is the force of the explosion that it can knock enemies away from the blast.''
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*'''Description''' -Expel a cloud of gases that deal X poison damage over Y seconds, spreads through contact to enemies within Z yards.
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**'''Next level''' -Increases damage and range of infectiousness.
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*'''''Lore''' -Illness is the result of the miasmas, the bad air, the infects and corrupts living things. An alchemist can bottle this air to release infect enemies when necessary with a poison so potent that other enemies can be infected as well just by being too close.''
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*'''Rune effects'''
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** 1. Caster and allies carry infection, without being harmed, and can pass it to nearby enemies for X seconds.
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** 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.
  
'''<u>Tier 2 Skills</u>:'''
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===Tier 3 Skills===
  
* '''Muriatic Acid''' - Active Skill. '''Effect 1''' (buff): Adds Lightning damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals Lightning damage, enemies may randomly spasm during X seconds after being struck -interrupting their current action.
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'''<u>Boiling Tar</u>:''' Fire damage. The Alchemist launches a bottle that explodes in midair and coats an area with sticky, molten tar that burns enemies and slows them down.
**'''''Lore''': An alchemist in combat can hurl vials of this powerful liquid or imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid is capable of shocking the nerves of his enemies and causing spasms.
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*'''Description''' -Launch a bottle of tar over an area of X yards that deals Y fire damage and slows enemies by Z%.
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**'''Next level''' -Increases area of effect, damage, and slowing effect.
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*'''''Lore''' -Speed is a powerful weapon. By using the natural thickness of this substance, an alchemist can ensnare his foes and at the same time inflict blistering pain. After being slowed or even immobilized by the pitch, an enemy is easily dispatched by other attacks.''
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*'''Rune effects'''
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** 1. Skill changes to laying X number of traps that explode tar in area of effect when enemies approach.
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** 2. Increases the fire damage and decreases the slowing effect by X%, changes to a napalm-like attack.
  
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.
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'''<u>Metamorphosis Serum</u>:''' No damage. The Alchemist prepares a special concoction which, when combined with the blood of his enemy, allows him to shapeshift into the form of that enemy. During this time, other monsters are fooled and cease their attacks.
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*'''Description''' -Strike a nearby enemy and takes its form for X seconds. Other enemies no longer attack.
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**'''Next level''' -Increases duration.
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*'''''Lore''' -A knowledgeable alchemist can brew a concoction capable of altering his very shape, allowing him to take on the form of any living creation so long as he has a small portion of its essence. In his new form, his enemies mistake him for one of their own and cease attacking until his formula loses power.''
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*'''Rune effects'''
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** 1. Attacked enemy takes the Alchemist's form and attracts enemy attacks for X seconds.
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** 2. Enemies of the same type as your form become enraged and attack other enemies with X% increases damage.
  
'''<u>Tier 3 Skills</u>:'''  
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'''<u>Wandering Wisp</u>:''' Cold damage. The Alchemist calls forth a gaseous spirit to drain the warmth from his enemies, chilling them and leaving them less resistant to the elements.
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*'''Description''' -Summons a wisp spirit to deal X cold damage for Y seconds to an enemy and lower its elemental resistances by Z% for its duration.
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**'''Next level''' -Increases damage, duration of wisp, amount of elemental resistance reduction.
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*'''''Lore''' -Wisps appear in legends across the world as mindless, mysterious, gaseous ligths that feed on heat and lead travelers astray. Alchemists can duplicate the natural mixture of gases that create this spirit to summon one of his own to feed on the warmth of this enemies. This throws off the natural equilibrium of the enemies, leaving them more susceptible to the elements.''
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*'''Rune effects'''
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** 1. Casts X number of wisps.
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** 2. Wisp steals X% resource for the Alchemist per second.
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** 3. Summons larger wisp able to attack all enemies in X yards.
  
* '''Aqua Vitae''' - Active Skill. '''Effect 1''' (buff): Adds Cold damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals Cold damage, lowers enemies' attack rating.
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===Tier 4 Skills===
**'''''Lore''': Having long studied the effects of spirits on drunkards, an alchemist can distill this liquid into a potion that intoxicates his victims. Their thinned blood leaves them cold and sluggish, while their attacks become uncoordinated. It is unlikely that an enemy could land even a single blow while in such a drunken stupor.''
 
  
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.
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'''<u>Petrify</u>:''' Arcane damage. The Alchemist shoots a blast of shimmering sand that binds to an enemy and hardens its body, slowing it down at the cost of making it slightly more resilient to damage for a time.
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*'''Description''' -Blasts an enemy with sand to turn parts of it to stone; deals X arcane damage, slows it by Y% but reduces the damage it takes by 25% all for Z seconds. Slowing effect can be stacked up to 3 times.
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**'''Next level''' -Increases the damage, slowing effect, and duration.
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*'''''Lore''' -An alchemist of prodigious skill can solidify the flesh of his enemy with ancient spells, transmuting tissue into solid stone. The hardened enemy struggles to drag his solidified flesh, though the petrified skin does allow the monster to better resist other attacks.''
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*'''Rune effects'''
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** 1. Completely petrified enemies repel other enemies for X yards.
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** 2. Skill changes to stony stare that affects any target directly looked at, lasts X seconds.
  
'''<u>Tier 4 Skills</u>:'''  
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'''<u>Earth Embodiment</u>:''' Physical damage. The Alchemist calls upon the spirit of the earth gnome to surround him with earth and stone. In this great form, the Alchemist easily resists attacks and smashes multiple enemies in front of him with powerful attacks of his own.
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**'''Description''' -Summons a earth spirit to change your form, increases attack damage and armor by X% for Y seconds.
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*'''Next level''' -Increases damage, armor, and duration.
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*'''''Lore''' -Only a fool would think the alchemist weak. When the time for pure strength comes, the alchemist can summon the gnome spirit, an earth elemental, to surround him with a body of earth and stone. This lumbering behemoth crushes anything in front of it with little fear of counterattack, for what blade or arrow can overcome a mountain?''
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*'''Rune effects'''
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** 1. Adds AoE attack that damages all enemies within X yards.
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** 2. Adds X damage over Y seconds poison damage.
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** 3. Form doesn't attack multiple enemies, focuses on one with X% increased damage and stun effect for 3 seconds.
  
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.
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'''<u>Wind Tutelary</u>:''' Lightning damage. The Alchemist conjures the spirit of the wind sylph stand between him and his enemies as a guard, buffeting attackers with hurricane winds and striking them with lightning.
**'''''Lore''': Speed is a powerful weapon. By using the natural thickness of this substance, an alchemist can ensnare his foes. After being slowed or even immobilized by the pitch, an enemy is easily dispatched by other attacks.''
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*'''Description''' -Summons a wind spirit in front of you as a guard, deals X lightning damage and knockback, lasts Y seconds.
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**'''Next level''' -Increases lightning damage and duration.
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*'''''Lore''' -The battling alchemist can seek the aid of the sylph spirit, an air elemental, to stand before him and deflect the attacks of those wishing to harm him. The sylph is composed of turbulent winds that repels attacks and the attackers themselves while also generating lightning that the spirit hurls at its enemies. None dare stand before this incarnation of the windstorm.''
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*'''Rune effects'''
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** 1. Elemental deals X% more lightning damage without knockback, creates blast of Y% lightning damage upon dispelling.
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** 2. Skill changes to caster being imbued with lightning damage and knockback effect for X seconds, increases speed by Y%.
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** 3. Increases ranged of whirlwind and amount of knockback.
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** 4. Elemental can reflect ranged physical and magical attacks back at attackers.
  
* '''Ichor''' - Active Skill. '''Effect 1''' (buff): Adds Posion damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals greater Poison damage.
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'''<u>Life-force Extract</u>:''' Arcane damage. The Alchemist fires a bolt of magical energy that pulls the life-force out of an enemy and returns it to the alchemist.
**'''''Lore''': Legend has long told of this chemical being the essence of immortality in the blood of the gods, but also being extremely toxic to mortals. Should an alchemist be able to procure this rare substance, he can fill his enemies with a deadly poison.''
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*'''Description'' -Fires a magical missile that deals X arcane damage, returns Y% of total damage to caster as health.
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**'''Next level''' -Increases damage.
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*'''''Lore''' -The spark of life is the essential energy that seperates the living from the dead. As he better understands this energy, an alchemist can craft powerful magic that extracts life from his enemy's core and siphons it back to himself in proportion to the power of the spell.''
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*'''Rune effects'''
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** 1. Skill creates AoE blast that affects multiple enemies.
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** 2. Missile homes in on selected enemy, has X% greater chance of critical strike.
  
'''<u>Tier 5 Skills</u>:'''
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===Tier 5 Skills===
  
* '''Alkahest''' - Active Skill. '''Effect 1''' (buff): Adds Fire damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals Fire damage, spreads through contact.
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'''<u>Combustion</u>:'' Fire damage. The Alchemist excites the heat and anger within an enemy until he draws out the spirit of the fire salamander to scorch the enemy with its own rage. The enemy continues to burn all over so long as the spirit remains over him, pushing his anger to the point that he attacks his fellow monsters.
**'''''Lore''': Hailed as the long-sought after universal solvent, a wise alchemist could discover an acid capable of dissolving even gold. An alchemist can use this chemical to melt to flesh from bone of any creature it comes into contact with. Its resilience allows it easily spread from enemy to enemy or from the ground for its duration.''
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*'''Description''' -Summons a fire spirit from enemy by igniting him, deals X fire damage per second for Y seconds, enemy attacks others with X added fire damage.
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**'''Next level''' -Increases damage and duration.
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*'''''Lore''' -Our own bodies contain the four elements. The fire is in the warmth of our bodies created by the choleric ichor within. By stirring this ichor to higher levels, the alchemist can raise more and more rage in the enemy until it bursts into flames and releases the salamander spirit, a fire elemental, to torch the monster. In its burning fury, the tortured creature no longer distinguishes between friend and foe, attack all near it.''
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*'''Rune effects'''
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** 1. The enemy leaves a wake of fire as it moves, the elemental explodes upon dispelling to deal X fire damage.
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** 2. An X number of fire elementals leave body when enemy dies, attack other enemies for Y seconds.
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** 3. Skill changes to caster or ally becoming imbued with X% fire damage and aura that deals fire damage per second within Y yards.
  
* '''Drop of Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.
+
'''<u>Tonic of Sufferance</u>:''' No damage. The Alchemist sacrifices a percent of his life to create a potion that reduces the damage he takes and the duration of debilitating effects over a period of time.
 +
*'''Description''' -Drinks a tonic that reduces damage taken and duration of debuffs by X% for Y seconds at the cost of Z% of health.
 +
**'''Next level''' -Increases duration and reduction of damage taken/debuffs.
 +
*'''''Lore''' -Devotion to the study of medicines and anatomy enables alchemists to mix a complex tonic capable of invigorating his body, but at the cost of a portion of his own life. Upon making this sacrifice, the Alchemist seems to shrug off attacks more easily and be less afflicted by debilitating effects.''
 +
*'''Rune Effects'''
 +
** 1. Creates wave for X yards that shares buff with allies at the same health cost.
  
'''<u>Tier 6 Skills</u>:'''  
+
'''<u>Invoke the Deluge</u>:''' Cold damage. The Alchemist invokes the spirit of the water undine to change his shape into that of icy water, able to surge like a wave past enemies and over obstacles to any desired location until his loses control of the form.
 +
*'''Description''' -Summons a water spirit to change your form, allows unrestricted movement and deals X cold damage to enemies in path for Y seconds.
 +
**'''Next level''' -Increases damage and duration.
 +
*'''''Lore''' -Ever-changing water is a difficult element to control. Through intense concentration, an alchemist can invoke the undine spirit, a water elemental, out of the moisture in the air and ground to enter into him and change his form to pure water. In this form, he can move freely and uncumbered by obstacles, though his enemies best beware the chilling power of his passing.''
 +
*'''Rune effects'''
 +
** 1. Skill changes to single ranged attack that smashes onto target location in a powerful burst of water, deals X additional physical damage.
 +
** 2. Increases the cold damage by X%, selected enemies are frozen in shell of ice for Y seconds.
 +
** 3. Skill changes to watery armor that reduced elemental damage take by X and enables Y health regeneration over Z seconds.
  
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.
+
===Tier 6 Skills===
**'''''Lore''': Considered to be the fifth element of existence, Aether is the essence of life and spirit. When properly channeled, an alchemist can focus the spirits of Aether to seek out his enemies and rob them of their life force in order to replenish his own health and that of his allies.''
 
  
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.
+
'''<u>Astral Chaos</u>:''' No damage. The Alchemist creates a glowing field over an area that drains enemies of their magical energies, negates their special abilities and lowers their resistance to magical attacks.
 +
*'''Description''' -Casts a field that drains resources by X% per seconds, negates special abilites, silences, and lowers magical resistance by Y%.
 +
**'''Next level''' -Increases range of field, resource drain, and magical resistance reduction.
 +
*'''''Lore''' -Chaos is the base, unformed state of existence before any order. Understanding chaos allows an alchemist to affect the Archeus, the astral plane, a veil that seperates this world from the Ethereal Realm. The Ethereal Realm is the highest state of existence from which the fifth element Aether, the element of life, emerges into our world to give energy and life to the world. By unraveling the veil that connects the two realms, the alchemist sends that magical connection into chaos, denying his enemies the use of any magical energies or extraordinary abilities and rendering those enemies vulnerable to his magical attacks.
 +
*'''Rune effects'''
 +
** 1. Restores X% resource per second for each enemy within the field.
 +
** 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.
  
====Hex Field Skills====
+
'''<u>Doppelganger</u>:''' Physical damage. The Alchemist stabs an enemy and uses its blood to create a copy of it that fights for the alchemist against the original enemy.
The Hex Field tree skills focus on altering reality in order to allow an alchemist to finish his enemies faster and easier.  Once a hex field is cast, the glyph representing that hex field floats at the center and projects a faint boundary for the area of effect. Multiple hex fields can be cast -so long as they are not of the same type -but cannot overlap their effects. If a new hex field overlaps an older one, the new one will cancel the effects of part the old hex field it overlaps.
+
*'''Description''' -Slashes enemy to create shade of enemy to attack with X% attack damage of original, lasts Y seconds.
<div style="clear:both;"></div>
+
**'''Next level''' -Increases percent of original's attack damage, duration.
'''<u>Tier 1 Skills</u>:'''  
+
*'''''Lore''' -Creating life is one of the long sought-after goals of alchemy. With enough experience, an alchemist can use a small sample of an enemy to create a homonculus, an artificial lifeform, which rapidly grows into a shade of the original monster. However, the alchemist uses his talents to alter the mind of the copy to turn against its original and fight on the side of its master until its life-force is consumed by its exertions.''
 +
*'''Rune effects'''
 +
** 1. Shade continues to survive for X seconds after the death of the original.
 +
** 2. Shade attacks with lightning damage.
 +
** 3. Shade attacks with arcane damage.
 +
** 4. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.
  
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.
+
'''<u>Fuming Oil</u>:''' ''Unknown damage''. The Alchemist throws a flask full of chemicals so corrosive that they leak out of the container as it travels. The projectile rolls under enemies and will ricochet off of objects and walls. The chemicals consume enemies' weapons and armor to leave them weakened and vulnerable to attack.
**'''''Lore''':  Alchemists have long studied the crisis period, the critical point in the body’s defenses that results in recovery or death. Having this knowledge, an alchemist can subtly influence the probability to be in favor of death, causing wounds to fail to heal and bleed uncontrollably.''  
+
*'''Description''' -Tosses a rolling bottle of deadly acid that deals X ''unknown damage'' that travels Y yards, lowers enemy attack damage and armor by Z% for W seconds.
 +
**'''Next level''' -Increases damage, reduction of attack damage and armor, and duration.
 +
*'''''Lore''' -Spirit of Nitre, Muriatic Acid, Vitriol, I have crafted the master solvent. The legendary oil known as Alkahest has long been hailed as the universal solvent, capable of dissolving even incorruptible gold. As a weapon, this supernatural chemical dissolves any metal, leaving any unfortunate victim's weapon dulled and armor corroded. Throw it quickly, for it even eats through its own container once created.''
 +
*'''Rune effect'''
 +
** 1. Skill changes to caster and allies becoming imbued with ''unknown'' damage, dealing damage and armor reduction effect over X seconds.
 +
** 2. Skill no longer passes through enemies, explodes in AoE for X yards, pool of acid lingers on ground for Y seconds.
 +
** 3. Skill has X% chance of multiplying into three bottles that spread out.
  
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.
+
'''<u>Empathy</u>:''' Physical damage. The Alchemist reaches into the mind of his enemy and links the two together. For every pain that the Alchemist feels, the enemy feels the same pain as if it were inflicted on its flesh.
 +
*'''Description''' -Connects your mind with an enemy's, enemy receives X% of the physical damage you take from all sources, lasts Y seconds.
 +
**'''Next level''' -Increases damage shared and duration.
 +
*'''''Lore''' -The mind is capable of unimaginable power. An alchemist that can penetrate the mind of his enemy will be able to connect his mind with that of his foe, forcing it to feel every painful blow that the alchemist receives. Even with perfect health, the enemy's mind is convinced that its own flesh is stabbed and torn. Its mind causes the body to act as if the wounds were real.''
 +
*'''Rune effects'''
 +
** 1. Skill also reflects elemental and magical damage as well.
 +
** 2. Skill changes to AoE, able to affect multiple enemies.
 +
** 3. Enemy under the effect receives X% more damage from its own attacks.
 +
** 4. Enemy stores damage instead of receiving it, releases damage as wave for X yards to nearby enemies after effect dispels.
  
'''<u>Tier 2 Skills</u>:'''
+
===Tier 7 Skills===
  
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.
+
'''<u>Sacred Molecule</u>:''' -Arcane damage. The Alchemist crafts a glowing molecule of energy in his hands that he detonates in a brillant explosion of light. Magical particles radiate chaotically outward from the blast, penetrating enemies and obstacles.
**'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. The rift to this realm pulls all nearby foes towards it, culminating in an explosion of righteous light that punishes all within it for their sinful deeds.''
+
*'''Description''' -Detonates a sphere of energy to deal X arcane damage for Y yards, particles expand outward and penetrate enemies to deal Z arcane damage.
 +
**'''Next level''' -Increases range and damage of blast and damage of particles.
 +
*'''Lore''' -The ultimate manifestion of order is the sacred molecule, in which the energy of chaos is contained and organized into an incredibly powerful structure. It represents the perfect unity of matter and energy, though it is highly unstable in this world. A master alchemist can design this sacred structure as a mark of his understanding and skill. Then, he allows it to shatter and release its magical energies in a magnificient blast that splits the molecule into chaotically radiating particles.''
 +
*'''Rune effects'''
 +
** 1. Increases the damage and range of initial blast by X%, decreases number of particles.
 +
** 2. Multiplies the number of particles by X.
 +
** 3. Particles home in on nearby enemies.
  
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.
+
'''<u>Transfiguration</u>:''' No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells, the speed at which his resource regenerates, and his resistance to magical damage.
 +
*'''Description''' -Changes you into an energy being, increases spell damage by X%, resource regeneration by Y%, magical resistance by Z%, lasts W seconds.
 +
**'''Next level''' -Increases spell damage, resource regeneration, magical resistance, duration of form.
 +
*'''''Lore''' -The Great Work is the path of the alchemist, the work of obtaining philosophical perfect. The most determined and enlightened scholars can briefly reach into the Ethereal Realm and attain a form of pure infinite energy. In this moment he manifests the full potential of mortal man and becomes a divine being, channeling unfathomable power in his spells and easily replenishing his energies.''
 +
*'''Rune effect'''
 +
** 1. Increases spells' critical strike damage by X%.
  
'''<u>Tier 3 Skills</u>:'''
+
===Traits===
  
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.
+
Even though the trait system is relatively new, I have thought of some alchemist-specific traits:
**'''''Lore''': An alchemist can infuriate his enemy by filling its body with pain, tormenting its spirit until it violently explodes from its body upon death. The furious spirit will blindly lash out at its former allies before it is forced to move on and leave the mortal plane.''
 
  
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.
+
* Lingering Aftereffects –Increases duration of effects and debuffs by X%
**'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of an enemy's bodily fluids. The lack of equilibrium slows the enemy's natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''
+
* Order and Equilibrium –Increase arcane resistance and health regeneration by X
 +
* Philosopher’s Stone –Increases Life and gold find by X%
 +
* Balanced Humors –Increases elemental resistances by X
 +
* Potent Catalyst –Increases damage of critical strike by X%
 +
* Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%
 +
* Practiced Hand –Increases Attack by X% amount of Precision
 +
* Enhanced Formula – Affects resource in some way (unfinished)
 +
* Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%
 +
* Execute and Recover –Increases casting speed and lowers cooldown period by X%
 +
* Infused Potential –Base spell damage increases weapon damage by X% for Y seconds
  
'''<u>Tier 4 Skills</u>:'''
 
  
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.
+
==Leveling-Up Effects==
**'''''Lore''': Alchemists have studied the workings of the mind for ages. With an understanding of the complex subtleties of thought, an alchemist can force an enemy to share his feelings and pains. Even as an enemy strikes the alchemist, it feels the pain of the wound as if it were its own wound.''
 
 
 
* '''Mystic Pattern''' - Passive Skill. May increase Rune effects, or increase Alchemist's Dexterity while within Hex Field (to be determined).
 
 
 
'''<u>Tier 5 Skills</u>:'''
 
 
 
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.
 
**'''''Lore''': Fire has always been seen as a symbol of purity and a key to the art of alchemy. By invoking the wrath of Vulken, the alchemical patron of fire, an alchemist can call forth this purifying fire to sear the corrupted spirits of enemies and consume their remains.''
 
 
 
* '''Empowered Psyche''' - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.
 
 
 
'''<u>Tier 6 Skills</u>:'''
 
 
 
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn (slowly lose mana/fury/instability).
 
**'''''Lore''': In his innate understanding of existence, an alchemist can send the natural laws of the world in to chaos. Without the guidance of the laws, chaos completely disrupts enemies' inherent abilities. The chaos can even sever an enemy's ties to the natural fields of the world, draining its mana reserves and leaving it vulnerable to magical damage.''
 
 
 
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.
 
 
 
====Phenomenon Skills====
 
The Phenomenon tree skills covers a wide array of natural Phenomena that the Alchemists have studied. In understanding the nature of these Phenomena, a skilled alchemist can channel them himself, unleashing untold destruction onto his enemies.
 
<div style="clear:both;"></div>
 
'''<u>Tier 1 Skills</u>:'''
 
 
 
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.
 
**'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a enemy's body to a dangerously high level. Eventually, the enemy bursts into flames from the excess, burning it from head to toe.''
 
 
 
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.
 
 
 
'''<u>Tier 2 Skills</u>:'''
 
 
 
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.
 
**'''''Lore''':  Myths across the world tell tales of the lights that snake across the night, bring good or ill omen. An alchemist can summon forth these shimmering lights of the northern and southern skies to electrify his enemies and perhaps leave them dazed.''
 
 
 
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.
 
**'''''Lore''': Alchemists of old identified salt as one of the three base elements of the universe. Today, an alchemist can bring salt from the earth, sending out a field of crystals spikes beneath his enemies’ feet and providing pillars of salt as a barrier for the alchemist.''
 
 
 
'''<u>Tier 3 Skills</u>:'''
 
 
 
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.
 
**'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. An acomplished alchemist can learn the secret to this mysterious fire with practice, allowing him to float over his foes and releash a burst of ghastly flames upon landing.''
 
   
 
* '''Will of Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life drops below % for 10 seconds. This effect cannot occur more than once every 60 seconds.
 
 
 
'''<u>Tier 4 Skills</u>:'''
 
 
 
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.
 
**'''''Lore''': In his mastery of the temperaments, an alchemist can summon a being of pure element to fight at his side. Upon finishing his incantation, he is joined by one of four creatures:  a sylph of lightning, a gnome of poison, an undine of ice, or a salamander of fire.''
 
 
 
* '''Mark of Judgement''' - Active Skill. Glowing mark follows enemy, other enemies are attracted to glow. After 3-5 seconds, marked enemy is struck with Lighting damage.
 
**'''''Lore''': Legend tells of a band of pirates that stole sacred relics from a clan of sorcerers, and were cursed by its priests. While on the sea, the sailors were startled by a fire on the mast, but mystified by its enticing eeriness as it drew them close. Suddenly, a bolt of lightning struck, and the ship –with its crew –sank to oblivion. Likewise, an alchemist can call forth the strange glow of the fire to mesmerize his enemies and mark them for judgement by lightning.''
 
 
 
'''<u>Tier 5 Skills</u>:'''
 
 
 
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.
 
**'''''Lore''': Because of its liquid form, alchemist have long considered quicksilver to be the prima material, the base form of metal and a fundamental substance. An alchemist can send out this quicksilver to seek enemies and strike at them with its metallic tendrils.''
 
 
 
* '''Research and Practice''' - Passive Skill. Increases the damage of all Phenomenon skills.
 
 
 
'''<u>Tier 6 Skills</u>:'''
 
 
 
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.
 
**'''''Lore''': The greatest of alchemists understand the basic components of matter and the power within them. With this power, an alchemist can create the Sacred Molecule to attack his enemies. The molecule shatters in chaotically moving particles that radiate outward and permeate enemies with magical energies.''
 
 
 
* '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc. May increase magic find (to be determined).
 
 
 
 
 
====Leveling-Up Effects====
 
  
 +
(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)
 
As the Alchemist gains in experience from his studies and travels, he learns the ways of infusing mundane objects with powerful alchemical abilities. The art of Transmutation is well-known to Alchemists; it is the nature of the inquisitive mind. While the exact effects of each occurence of leveling-up have yet to be determined, There is a special ability an Alchemist acquires after every five levels. Upon leveling up five times, the Alchemist is allowed the ability to imbue one non-magical item with random magical qualities -much like [[Charsi]] from Act I of Diablo 2. This occurs every five levels and is permittable for any kind of item.
 
As the Alchemist gains in experience from his studies and travels, he learns the ways of infusing mundane objects with powerful alchemical abilities. The art of Transmutation is well-known to Alchemists; it is the nature of the inquisitive mind. While the exact effects of each occurence of leveling-up have yet to be determined, There is a special ability an Alchemist acquires after every five levels. Upon leveling up five times, the Alchemist is allowed the ability to imbue one non-magical item with random magical qualities -much like [[Charsi]] from Act I of Diablo 2. This occurs every five levels and is permittable for any kind of item.
  
 
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!
 
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!
  
====Skill Rune Effects====
 
  
The effects of Skill [[Rune]]s on Alchemist Skills will be implemented when more is revealed on the Diablo 3 Skill Rune system in general. Many of the Potion skills and Phenomenon skills can be modified without too much difficulty, such as increasing damage power or the number of times an effect activates per spell. The influence that Skill Runes will have on Hex Field skills in particular is still being determined.
+
==Development==
 
 
'''Update''' - A rough draft for the rune effects on the Alchemist's skills is developing. It can be seen on the page [[Alchemist Skill Rune Effects]].
 
 
 
====Skill-Boosting Prefixes====
 
 
 
In [[Diablo 2]], every character class had prefixes on items that boosted all skills in general or all skills of a particular skill tree. It is unknown if the same or a similar format will be used in Diablo 3. However, if it were, the prefixes for the Alchemist would be as follows:
 
 
 
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills
 
 
 
'''Alchemist’s''' – 2 to all Alchemist skills
 
  
'''Potion-Maker’s''' – 1 to all Concoction skills
+
7/09 -The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accomodate the new skill system of Diablo 3. One thing about Diablo 2 is that there were potions that could be equipped as weapons, yet these potions quickly became outclassed by other weapons. It seemed like a waste, but it was wondered if new, more lethal potions could be used on a more regular basis. The Alchemist is intended to take that step in using potions as his main weapon. However, the potions are a skill, so the Alchemist can still equip an actually weapon to suit his/her purposes. There are even Alchemist oriented item sets and Alchemist-specific helms already created; however, until more is revealed about items in Diablo 3, these sets and item ideas will not be posted. Many of the skills have connections to actual alchemical inventions or concepts.
 
 
'''Herbalist’s''' – 2 to Concoction skills
 
 
 
'''Apothecary’s''' – 3 to all Concoction skills
 
 
 
'''Scribe’s''' – 1 to all Hex Field skills
 
 
 
'''Scholar’s''' – 2 to all Hex Field skills
 
 
 
'''Philosopher’s''' – 3 to all Hex Field skills
 
 
 
'''Eerie''' – 1 to all Phenomenon skills
 
 
 
'''Uncanny''' – 2 to all Phenomenon skills
 
 
 
'''Phenomenal''' -3 to all Phenomenon skills
 
 
 
==Development==
 
The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accomodate the new skill system of Diablo 3. One thing about Diablo 2 is that there were potions that could be equipped as weapons, yet these potions quickly became outclassed by other weapons. It seemed like a waste, but it was wondered if new, more lethal potions could be used on a more regular basis. The Alchemist is intended to take that step in using potions as his main weapon. However, the potions are a skill, so the Alchemist can still equip an actually weapon to suit his/her purposes. There are even Alchemist oriented item sets and Alchemist-specific helms already created; however, until more is revealed about items in Diablo 3, these sets and item ideas will not be posted. Many of the skills have connections to actual alchemical inventions or concepts.
 
  
 
"<u>Opus Mensurae Firmamentorum</u>" - "The Work of Measuring the Expanse"
 
"<u>Opus Mensurae Firmamentorum</u>" - "The Work of Measuring the Expanse"
Line 284: Line 308:
  
  
The Skill system has been completely redesigned. The trees have been completed.
+
3/10 -The Skill system has been completely redesigned. The trees have been completed.
  
 +
12/10 -The Skill system has been completely redesigned...again. The trees and passives are gone, and traits have been created. The names have been simplified to make it easier to understand the nature of the spells; the lore now contains the references to actual alchemical philosophy. The redesigned rune system has been taken into account as well: the skills are meant to be far more interesting when socketed with runes. The resource system and appearance design are being worked on.
  
 
==Media==
 
==Media==
Line 297: Line 322:
 
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.
 
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.
 
Image:Melatras.jpg|Location of Melatras in Sanctuary.
 
Image:Melatras.jpg|Location of Melatras in Sanctuary.
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees.
+
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees (now obsolete).
 
</gallery>
 
</gallery>
  

Revision as of 00:38, 30 December 2010

The Alchemist is mainly a caster/ranged class, with several possible variations on gameplay and multiple builds. He (much like his female counterpart) is an student of alchemy, an apothecary, and a philosopher. The Alchemist can throw lethal potions to attack his enemies and inflict them with various debuffs, and manifest powerful spirits to fight for him, protect him, and even change his form. His shape-shifting abilities allow him to vary his standing on the field; making him elusive, deceptive, magic-mighty, or a pure tank. The new skill system includes runestone effects and traits designed specifically for the Alchemist.




Stub sm.jpg The Alchemist is not an official class: It's a fan class. Author(s) of the article are:
    Kire




Background

Diablo III Class [e]
Alchemist-Male.jpg
Alchemist
Bosshead.png Fan-made Class Bosshead.png
Role: Caster
Primary Attributes: {{{attrib}}}
Class Skills

Skills and Traits

Background
Origin: Dry Steppes
Affiliation: Oruegia Society
Friends: Several clans, especially Priests of Rathma
Foes: Demons, Cultists


Hailing from the southern reaches of the Dry Steppes, the Alchemists of the Oruegia Society strive to learn and record all knowledge found in the world of Sanctuary. Normally reclusive, young alchemists are sent out into the world to broaden their knowledge of the magicks and beliefs of other cultures. Many individuals hold the title of Alchemist, but few are trained in the ancient arts of the Oruegia, the eldest of alchemical orders. The purpose of the Society is to study the fundamental nature of existence –the natural laws and energies as well as the basic components of matter. With the understanding of the Greater World around and the Lesser World beneath and their own perspective between, Alchemists are naturally humble and do not futilely seek power. This same control of ego prevents alchemists from being lure by the tempting powers of the High Heavens and the Burning Hells. While most mages seek wisdom through power –reaching outward –alchemists instead choose to seek power through wisdom –reaching within. Their name for themselves, the Oruegia, actually comes from a phrase in their own ancient tongue as Orue Agea -meaning Seekers of the Self. Their concept of balance is exemplified in the ancient text "Opus Mensurae Firmamentorum" in the passage "De Terra et Ceteris Paribus Superiorque Inferiorque":

"We are but a world upon a grain of sand, and the sands beneath be the lower worlds unseen by mortal eyes as we dwell upon our grain unseen by the eyes of a higher world. For just as all things are above, so be they below." -Arlore Geid


The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border Kehjistan. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the Necromancers share a common root with the Alchemists' studies of physiology and psychology, and the Horadric Cube is actually an elder secret bestowed to the Horadrim to show the Alchemists' support. Of all the mage clans of Sanctuary, the Alchemists are most closely tied to the Priests of Rathma -some believe they share a common history. The two orders often refer to each other as "two sides of the same coin."


While the Alchemists of Oruegia normally show compassion and peace to all life, they despise otherworldly forces that bring unbalance to the mortal realm. Therefore, Alchemists often view Demons with caution and even fury. They abhor humans that ally themselves with such wickedness even more than Demons, viewing them as traitors to their own kind that pervert the noble pursuits of knowledge for their own selfish purposes. Although not prone to war, an Alchemist will do all possible to ensure the complete annihilation of those like the Cultists. As the dark and insidious influence of the Burning Hells creeps forth onto the mortal plane, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.


With the destruction of Arreat, the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set foward to study the strange occurences of the West. They are indeed are rare sight, as few in the world of Sanctuary have the natural ability and focus to be trained in the arts of the Oruegia, and only when they are young do they wander the world. After countless years of training and studying, the apprenticeships of the two have ended, and they set out to begin their own studies of the world. Though still inexperienced, the training of the youths guides them to understand and combat the darkness that has come upon us.


Class Design

The Alchemist is a devoted scientist and student of the philosophical arts. Unlike the wizard, he is a patient scholar, who has learned his skills from years of dedicated research and practice -he is learned and experienced. Science is his faith, and he bases his beliefs on logic and knowledge of scholars passed. The alchemist is mainly a caster/ranged class, with the ability to cast a wide variety of potions and call upon spirits to either attack enemies or give the Alchemist a boost in some way. Given such a wide variety, new players can handle the class with relative ease while more experienced players can focus on skills that complement each other for complex and interesting character builds. Along with a variety of caster builds, a player could choose to design a melee fighter build, a crowd-control/debuffing build for multiplayer, or a number of other possibilities.

Although the alchemist has some skills that require moving into melee range of an enemy, he typically tries to keep his enemies at a distance. To this end, he possesses several spells that work to manipulate enemies by weakening them, slowing them, repelling them, or keep them from casting magic. He can also boost his own skills and even shape-shift to grant him various enhancements and abilities. He is capable of inflicting damage in the forms of physical, elemental, and magical attacks.

Resource System

Given that the resource systems have yet to be finalized for canonical classes, the resource for the Alchemist cannot be determined at this time; however, it wil no longer be mana. The general idea is to base it on the steps of the Great Work of alchemy, although it is not yet known how this will be done. The way of the Great Work can be seen in the symbol of the Orue Agea below.


Squared-Circle.jpg

Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:

The Outer Circle– The Chaos of existence, from which all things come. It is the Prima Materia, the first matter, which is the base form of creation.

The Foundation Triangle– The three fundamental susbstances of matter that arise for the Chaos: Sulfur - Mercury - Salt

The Elemental Square– The four basic elements of magic of the mortal plane: Fire - Water - Earth - Air

>Each magical element has its own patron in alchemic lore: Vulken of Fire - Enquirre of Water - Agathaea of Earth - Hermothes of Air

The Balanced Ring– The duality of existence: male & female, light & shadow, mind & body, physical & ethereal.

The Inner Circle– The Order of existence, that bonds all things together and gives rise to life. It is perfection.

The Alchemist does not rely on traditional magic, as he is not the typical mage. His resource would be focused on used his connection to magical energy to manipulate the chaos that hides everywhere and use it to craft more complex sunstances and energies. The skills reflect this progression along the Great Work, as the first tier involves the fundamental substances, while the elemental skills appear mid-way through the list. The top tiers concerns dual natures and profound powes of order. My personal liking is for something akin to "Focus," as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development.


Skills & Traits

The skills have recently been redesigned to conform to the new skill layout of the canonical classes. The former list of skills can be seen at Former Alchemist Skills. Each skill includes a description, next level effects, lore, and known rune effects. More skills are likely to be added while ones may be changed.

Tier 1 Skills

Brimstone: No damage. The Alchemist throws a vial at his feet to release a billowing yellow cloud of sulphur that lingers for a few seconds. Good for escaping a tight situation.

  • Description -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds.
    • Next level - Increases ranged of cloud and duration of blinding/fleeing effect.
  • Lore -Not all potions are meant to attack directly. When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance of volatility to create a powerful flash and putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away.
  • Rune effects
    • 1. Cloud changes into a stream that flows in the direction casted for X yards.
    • 2. Fiery brimstone rains down on selected target to deal X fire damage.
    • 3. The cloud follows the alchemist, leaving a wake of sulfur for X seconds.

Quicksilver: Physical damage. The Alchemist extends a tendril of quicksilver from his hand that quickly solidifies into a spike and pierces any enemies in its way. It then reliquifies and falls to the ground. The casting rate is high and the cooldown time is short, so this is a quick way to attack close-by enemies.

  • Description -Extends a spike of liquid metal to damage enemies in its line of effect. Deals X physical damage.
    • Next level -Increases damage.
  • Lore -Because of its liquid form, alchemist have long considered quicksilver to be the base form of metal and the fundamental substance of fluidity. An alchemist can send out this quicksilver to strike at enemies with its metallic tendrils.
  • Rune effects
    • 1. Increases range and damage of tendril by X%
    • 2. Skill becomes protective circle that automatically attacks nearby enemies X number of times.
    • 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.
    • 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.

Salt Acids: Lightning damage. The Alchemist sprays nearby enemies with acid that shocks them. Afterwards, affected enemies are susceptible to random spasms that shock them again and interrupt their actions.

  • Description -Sprays enemies with acid while button is held to deal X lightning damage per second. Affected enemies then have Y% chance to spasm, interrupting their currect action, over next 5 seconds.
    • Next level -Increases damage and chance to spasm.
  • Lore -Salt is the fundamental substance of stability, energy in its contained form. When combined with other chemicals, salt acids are capable of stinging the flesh of enemies. The strength of the acid is capable of shocking the nerves of enemies and causing random spasms.
  • Rune effects
    • 1. Caster and allies can become charged; deals lightning damage to enemies within X yards for Y seconds.
    • 2. Living and slain enemies can become charged; deals lightning damage to other enemies within X yards for Y seconds.

Tier 2 Skills

Black Powder: Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back.

  • Description -Explodes in direction casted to deal X fire and physical damage and deal knockback.
    • Next level -Increases damage and knockback amount.
  • Lore -Should an alchemist be in need of force, he can cast a volatile powder that generates powerful explosions. So great is the force of the explosion that it can knock enemies away from the blast.
  • Rune effects
    • 1. Lengthens the blast range by X yards.
    • 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.

Drug of Nepenthe: Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies.

  • Description -Lobs potion at target to deal X cold damage and lower enemies' precision by Y% for Z seconds.
    • Next level -Increases damage and reduction of precision.
  • Lore -Having long studied the effects of spirits on drunkards, an alchemist can distill a combination of laudanum and absinthe into a potion that intoxicates his victims. Their thinned blood leaves them cold and sluggish, while their attacks become uncoordinated. It is unlikely that an enemy could land even a single blow while in such a drunken stupor.
  • Rune effects
    • 1. Vial hovers over selected enemy and pours its potion onto it, even following it for X seconds.
    • 2. Vial leaves trail of potion during flight, increases ranged of cloud by X yards.
    • 3. Caster and allies' weapons can become imbued, dealing cold damage and precision reduction effect for X seconds.

Noxious Miasma: Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies. The poisoned enemies can infect secondary enemies through contact, though only until the original poison duration ends.

  • Description -Expel a cloud of gases that deal X poison damage over Y seconds, spreads through contact to enemies within Z yards.
    • Next level -Increases damage and range of infectiousness.
  • Lore -Illness is the result of the miasmas, the bad air, the infects and corrupts living things. An alchemist can bottle this air to release infect enemies when necessary with a poison so potent that other enemies can be infected as well just by being too close.
  • Rune effects
    • 1. Caster and allies carry infection, without being harmed, and can pass it to nearby enemies for X seconds.
    • 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.

Tier 3 Skills

Boiling Tar: Fire damage. The Alchemist launches a bottle that explodes in midair and coats an area with sticky, molten tar that burns enemies and slows them down.

  • Description -Launch a bottle of tar over an area of X yards that deals Y fire damage and slows enemies by Z%.
    • Next level -Increases area of effect, damage, and slowing effect.
  • Lore -Speed is a powerful weapon. By using the natural thickness of this substance, an alchemist can ensnare his foes and at the same time inflict blistering pain. After being slowed or even immobilized by the pitch, an enemy is easily dispatched by other attacks.
  • Rune effects
    • 1. Skill changes to laying X number of traps that explode tar in area of effect when enemies approach.
    • 2. Increases the fire damage and decreases the slowing effect by X%, changes to a napalm-like attack.

Metamorphosis Serum: No damage. The Alchemist prepares a special concoction which, when combined with the blood of his enemy, allows him to shapeshift into the form of that enemy. During this time, other monsters are fooled and cease their attacks.

  • Description -Strike a nearby enemy and takes its form for X seconds. Other enemies no longer attack.
    • Next level -Increases duration.
  • Lore -A knowledgeable alchemist can brew a concoction capable of altering his very shape, allowing him to take on the form of any living creation so long as he has a small portion of its essence. In his new form, his enemies mistake him for one of their own and cease attacking until his formula loses power.
  • Rune effects
    • 1. Attacked enemy takes the Alchemist's form and attracts enemy attacks for X seconds.
    • 2. Enemies of the same type as your form become enraged and attack other enemies with X% increases damage.

Wandering Wisp: Cold damage. The Alchemist calls forth a gaseous spirit to drain the warmth from his enemies, chilling them and leaving them less resistant to the elements.

  • Description -Summons a wisp spirit to deal X cold damage for Y seconds to an enemy and lower its elemental resistances by Z% for its duration.
    • Next level -Increases damage, duration of wisp, amount of elemental resistance reduction.
  • Lore -Wisps appear in legends across the world as mindless, mysterious, gaseous ligths that feed on heat and lead travelers astray. Alchemists can duplicate the natural mixture of gases that create this spirit to summon one of his own to feed on the warmth of this enemies. This throws off the natural equilibrium of the enemies, leaving them more susceptible to the elements.
  • Rune effects
    • 1. Casts X number of wisps.
    • 2. Wisp steals X% resource for the Alchemist per second.
    • 3. Summons larger wisp able to attack all enemies in X yards.

Tier 4 Skills

Petrify: Arcane damage. The Alchemist shoots a blast of shimmering sand that binds to an enemy and hardens its body, slowing it down at the cost of making it slightly more resilient to damage for a time.

  • Description -Blasts an enemy with sand to turn parts of it to stone; deals X arcane damage, slows it by Y% but reduces the damage it takes by 25% all for Z seconds. Slowing effect can be stacked up to 3 times.
    • Next level -Increases the damage, slowing effect, and duration.
  • Lore -An alchemist of prodigious skill can solidify the flesh of his enemy with ancient spells, transmuting tissue into solid stone. The hardened enemy struggles to drag his solidified flesh, though the petrified skin does allow the monster to better resist other attacks.
  • Rune effects
    • 1. Completely petrified enemies repel other enemies for X yards.
    • 2. Skill changes to stony stare that affects any target directly looked at, lasts X seconds.

Earth Embodiment: Physical damage. The Alchemist calls upon the spirit of the earth gnome to surround him with earth and stone. In this great form, the Alchemist easily resists attacks and smashes multiple enemies in front of him with powerful attacks of his own.

    • Description -Summons a earth spirit to change your form, increases attack damage and armor by X% for Y seconds.
  • Next level -Increases damage, armor, and duration.
  • Lore -Only a fool would think the alchemist weak. When the time for pure strength comes, the alchemist can summon the gnome spirit, an earth elemental, to surround him with a body of earth and stone. This lumbering behemoth crushes anything in front of it with little fear of counterattack, for what blade or arrow can overcome a mountain?
  • Rune effects
    • 1. Adds AoE attack that damages all enemies within X yards.
    • 2. Adds X damage over Y seconds poison damage.
    • 3. Form doesn't attack multiple enemies, focuses on one with X% increased damage and stun effect for 3 seconds.

Wind Tutelary: Lightning damage. The Alchemist conjures the spirit of the wind sylph stand between him and his enemies as a guard, buffeting attackers with hurricane winds and striking them with lightning.

  • Description -Summons a wind spirit in front of you as a guard, deals X lightning damage and knockback, lasts Y seconds.
    • Next level -Increases lightning damage and duration.
  • Lore -The battling alchemist can seek the aid of the sylph spirit, an air elemental, to stand before him and deflect the attacks of those wishing to harm him. The sylph is composed of turbulent winds that repels attacks and the attackers themselves while also generating lightning that the spirit hurls at its enemies. None dare stand before this incarnation of the windstorm.
  • Rune effects
    • 1. Elemental deals X% more lightning damage without knockback, creates blast of Y% lightning damage upon dispelling.
    • 2. Skill changes to caster being imbued with lightning damage and knockback effect for X seconds, increases speed by Y%.
    • 3. Increases ranged of whirlwind and amount of knockback.
    • 4. Elemental can reflect ranged physical and magical attacks back at attackers.

Life-force Extract: Arcane damage. The Alchemist fires a bolt of magical energy that pulls the life-force out of an enemy and returns it to the alchemist.

  • 'Description -Fires a magical missile that deals X arcane damage, returns Y% of total damage to caster as health.
    • Next level -Increases damage.
  • Lore -The spark of life is the essential energy that seperates the living from the dead. As he better understands this energy, an alchemist can craft powerful magic that extracts life from his enemy's core and siphons it back to himself in proportion to the power of the spell.
  • Rune effects
    • 1. Skill creates AoE blast that affects multiple enemies.
    • 2. Missile homes in on selected enemy, has X% greater chance of critical strike.

Tier 5 Skills

'Combustion: Fire damage. The Alchemist excites the heat and anger within an enemy until he draws out the spirit of the fire salamander to scorch the enemy with its own rage. The enemy continues to burn all over so long as the spirit remains over him, pushing his anger to the point that he attacks his fellow monsters.

  • Description -Summons a fire spirit from enemy by igniting him, deals X fire damage per second for Y seconds, enemy attacks others with X added fire damage.
    • Next level -Increases damage and duration.
  • Lore -Our own bodies contain the four elements. The fire is in the warmth of our bodies created by the choleric ichor within. By stirring this ichor to higher levels, the alchemist can raise more and more rage in the enemy until it bursts into flames and releases the salamander spirit, a fire elemental, to torch the monster. In its burning fury, the tortured creature no longer distinguishes between friend and foe, attack all near it.
  • Rune effects
    • 1. The enemy leaves a wake of fire as it moves, the elemental explodes upon dispelling to deal X fire damage.
    • 2. An X number of fire elementals leave body when enemy dies, attack other enemies for Y seconds.
    • 3. Skill changes to caster or ally becoming imbued with X% fire damage and aura that deals fire damage per second within Y yards.

Tonic of Sufferance: No damage. The Alchemist sacrifices a percent of his life to create a potion that reduces the damage he takes and the duration of debilitating effects over a period of time.

  • Description -Drinks a tonic that reduces damage taken and duration of debuffs by X% for Y seconds at the cost of Z% of health.
    • Next level -Increases duration and reduction of damage taken/debuffs.
  • Lore -Devotion to the study of medicines and anatomy enables alchemists to mix a complex tonic capable of invigorating his body, but at the cost of a portion of his own life. Upon making this sacrifice, the Alchemist seems to shrug off attacks more easily and be less afflicted by debilitating effects.
  • Rune Effects
    • 1. Creates wave for X yards that shares buff with allies at the same health cost.

Invoke the Deluge: Cold damage. The Alchemist invokes the spirit of the water undine to change his shape into that of icy water, able to surge like a wave past enemies and over obstacles to any desired location until his loses control of the form.

  • Description -Summons a water spirit to change your form, allows unrestricted movement and deals X cold damage to enemies in path for Y seconds.
    • Next level -Increases damage and duration.
  • Lore -Ever-changing water is a difficult element to control. Through intense concentration, an alchemist can invoke the undine spirit, a water elemental, out of the moisture in the air and ground to enter into him and change his form to pure water. In this form, he can move freely and uncumbered by obstacles, though his enemies best beware the chilling power of his passing.
  • Rune effects
    • 1. Skill changes to single ranged attack that smashes onto target location in a powerful burst of water, deals X additional physical damage.
    • 2. Increases the cold damage by X%, selected enemies are frozen in shell of ice for Y seconds.
    • 3. Skill changes to watery armor that reduced elemental damage take by X and enables Y health regeneration over Z seconds.

Tier 6 Skills

Astral Chaos: No damage. The Alchemist creates a glowing field over an area that drains enemies of their magical energies, negates their special abilities and lowers their resistance to magical attacks.

  • Description -Casts a field that drains resources by X% per seconds, negates special abilites, silences, and lowers magical resistance by Y%.
    • Next level -Increases range of field, resource drain, and magical resistance reduction.
  • Lore -Chaos is the base, unformed state of existence before any order. Understanding chaos allows an alchemist to affect the Archeus, the astral plane, a veil that seperates this world from the Ethereal Realm. The Ethereal Realm is the highest state of existence from which the fifth element Aether, the element of life, emerges into our world to give energy and life to the world. By unraveling the veil that connects the two realms, the alchemist sends that magical connection into chaos, denying his enemies the use of any magical energies or extraordinary abilities and rendering those enemies vulnerable to his magical attacks.
  • Rune effects
    • 1. Restores X% resource per second for each enemy within the field.
    • 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.

Doppelganger: Physical damage. The Alchemist stabs an enemy and uses its blood to create a copy of it that fights for the alchemist against the original enemy.

  • Description -Slashes enemy to create shade of enemy to attack with X% attack damage of original, lasts Y seconds.
    • Next level -Increases percent of original's attack damage, duration.
  • Lore -Creating life is one of the long sought-after goals of alchemy. With enough experience, an alchemist can use a small sample of an enemy to create a homonculus, an artificial lifeform, which rapidly grows into a shade of the original monster. However, the alchemist uses his talents to alter the mind of the copy to turn against its original and fight on the side of its master until its life-force is consumed by its exertions.
  • Rune effects
    • 1. Shade continues to survive for X seconds after the death of the original.
    • 2. Shade attacks with lightning damage.
    • 3. Shade attacks with arcane damage.
    • 4. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.

Fuming Oil: Unknown damage. The Alchemist throws a flask full of chemicals so corrosive that they leak out of the container as it travels. The projectile rolls under enemies and will ricochet off of objects and walls. The chemicals consume enemies' weapons and armor to leave them weakened and vulnerable to attack.

  • Description -Tosses a rolling bottle of deadly acid that deals X unknown damage that travels Y yards, lowers enemy attack damage and armor by Z% for W seconds.
    • Next level -Increases damage, reduction of attack damage and armor, and duration.
  • Lore -Spirit of Nitre, Muriatic Acid, Vitriol, I have crafted the master solvent. The legendary oil known as Alkahest has long been hailed as the universal solvent, capable of dissolving even incorruptible gold. As a weapon, this supernatural chemical dissolves any metal, leaving any unfortunate victim's weapon dulled and armor corroded. Throw it quickly, for it even eats through its own container once created.
  • Rune effect
    • 1. Skill changes to caster and allies becoming imbued with unknown damage, dealing damage and armor reduction effect over X seconds.
    • 2. Skill no longer passes through enemies, explodes in AoE for X yards, pool of acid lingers on ground for Y seconds.
    • 3. Skill has X% chance of multiplying into three bottles that spread out.

Empathy: Physical damage. The Alchemist reaches into the mind of his enemy and links the two together. For every pain that the Alchemist feels, the enemy feels the same pain as if it were inflicted on its flesh.

  • Description -Connects your mind with an enemy's, enemy receives X% of the physical damage you take from all sources, lasts Y seconds.
    • Next level -Increases damage shared and duration.
  • Lore -The mind is capable of unimaginable power. An alchemist that can penetrate the mind of his enemy will be able to connect his mind with that of his foe, forcing it to feel every painful blow that the alchemist receives. Even with perfect health, the enemy's mind is convinced that its own flesh is stabbed and torn. Its mind causes the body to act as if the wounds were real.
  • Rune effects
    • 1. Skill also reflects elemental and magical damage as well.
    • 2. Skill changes to AoE, able to affect multiple enemies.
    • 3. Enemy under the effect receives X% more damage from its own attacks.
    • 4. Enemy stores damage instead of receiving it, releases damage as wave for X yards to nearby enemies after effect dispels.

Tier 7 Skills

Sacred Molecule: -Arcane damage. The Alchemist crafts a glowing molecule of energy in his hands that he detonates in a brillant explosion of light. Magical particles radiate chaotically outward from the blast, penetrating enemies and obstacles.

  • Description -Detonates a sphere of energy to deal X arcane damage for Y yards, particles expand outward and penetrate enemies to deal Z arcane damage.
    • Next level -Increases range and damage of blast and damage of particles.
  • Lore -The ultimate manifestion of order is the sacred molecule, in which the energy of chaos is contained and organized into an incredibly powerful structure. It represents the perfect unity of matter and energy, though it is highly unstable in this world. A master alchemist can design this sacred structure as a mark of his understanding and skill. Then, he allows it to shatter and release its magical energies in a magnificient blast that splits the molecule into chaotically radiating particles.
  • Rune effects
    • 1. Increases the damage and range of initial blast by X%, decreases number of particles.
    • 2. Multiplies the number of particles by X.
    • 3. Particles home in on nearby enemies.

Transfiguration: No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells, the speed at which his resource regenerates, and his resistance to magical damage.

  • Description -Changes you into an energy being, increases spell damage by X%, resource regeneration by Y%, magical resistance by Z%, lasts W seconds.
    • Next level -Increases spell damage, resource regeneration, magical resistance, duration of form.
  • Lore -The Great Work is the path of the alchemist, the work of obtaining philosophical perfect. The most determined and enlightened scholars can briefly reach into the Ethereal Realm and attain a form of pure infinite energy. In this moment he manifests the full potential of mortal man and becomes a divine being, channeling unfathomable power in his spells and easily replenishing his energies.
  • Rune effect
    • 1. Increases spells' critical strike damage by X%.

Traits

Even though the trait system is relatively new, I have thought of some alchemist-specific traits:

  • Lingering Aftereffects –Increases duration of effects and debuffs by X%
  • Order and Equilibrium –Increase arcane resistance and health regeneration by X
  • Philosopher’s Stone –Increases Life and gold find by X%
  • Balanced Humors –Increases elemental resistances by X
  • Potent Catalyst –Increases damage of critical strike by X%
  • Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%
  • Practiced Hand –Increases Attack by X% amount of Precision
  • Enhanced Formula – Affects resource in some way (unfinished)
  • Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%
  • Execute and Recover –Increases casting speed and lowers cooldown period by X%
  • Infused Potential –Base spell damage increases weapon damage by X% for Y seconds


Leveling-Up Effects

(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system) As the Alchemist gains in experience from his studies and travels, he learns the ways of infusing mundane objects with powerful alchemical abilities. The art of Transmutation is well-known to Alchemists; it is the nature of the inquisitive mind. While the exact effects of each occurence of leveling-up have yet to be determined, There is a special ability an Alchemist acquires after every five levels. Upon leveling up five times, the Alchemist is allowed the ability to imbue one non-magical item with random magical qualities -much like Charsi from Act I of Diablo 2. This occurs every five levels and is permittable for any kind of item.

-My thanks to Munedwg for this suggestion. I had been looking for a way to work in Transmutation for a while!


Development

7/09 -The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accomodate the new skill system of Diablo 3. One thing about Diablo 2 is that there were potions that could be equipped as weapons, yet these potions quickly became outclassed by other weapons. It seemed like a waste, but it was wondered if new, more lethal potions could be used on a more regular basis. The Alchemist is intended to take that step in using potions as his main weapon. However, the potions are a skill, so the Alchemist can still equip an actually weapon to suit his/her purposes. There are even Alchemist oriented item sets and Alchemist-specific helms already created; however, until more is revealed about items in Diablo 3, these sets and item ideas will not be posted. Many of the skills have connections to actual alchemical inventions or concepts.

"Opus Mensurae Firmamentorum" - "The Work of Measuring the Expanse"

"De Terra et Ceteris Paribus Superiorque Inferiorque" - "Concerning the Earth and All Others Being Equal, Higher, and Lower"


3/10 -The Skill system has been completely redesigned. The trees have been completed.

12/10 -The Skill system has been completely redesigned...again. The trees and passives are gone, and traits have been created. The names have been simplified to make it easier to understand the nature of the spells; the lore now contains the references to actual alchemical philosophy. The redesigned rune system has been taken into account as well: the skills are meant to be far more interesting when socketed with runes. The resource system and appearance design are being worked on.

Media

My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.

References

Feel free to ask questions about the Alchemist to Kire or at his e-mail at [email protected] He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.


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