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 debuffs using hex fields, or summon natural phenomena to attack his enemies or help his allies.




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: Vitality Willpower Life Mana
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 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."


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. 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.


The Squared Circle

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.

The Foundation Triangle– The three base elements of matter: 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 - Enquira of Water - Agathaea of Earth - Heremis 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.


Attributes and Skills

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


Attribute Increase Per Level


Alchemist Skills

The alchemist skills are arranged into to three distinctive skill tree categories:

  • Concoction
  • Hex Field
  • Phenomenon

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 new skill trees have not been organized yet, and so they will not be listed by tiers.


Concoction Skills

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.

Active Skills:

  • Brimstone - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.
    • 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.
  • 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.
    • 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.
  • Black Powder - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.
    • 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.
  • Pitch - Active Skill. Enemies caught in area of effect are slowed or stopped.
    • 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.
  • 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.
    • 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.
  • 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.
    • 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.
  • 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.
    • 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.
  • Aether - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.
    • 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.

Passive Skills:

  • Balanced Humors - Passive Skill. Increases elemental resistances and mana regeneration.
  • Panacea - Passive Skill. Increases effect of non-skill potions.
  • Potent Catalyst - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.
  • Drop of Nepenthe - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.

Hex Field Skills

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.

Active Skills:

  • Crisis- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.
    • 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.
  • Dyscrasia - Active Skill. Enemies within field have lower elemental resistances.
    • 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.
  • 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.
  • Violent Demise - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.
    • 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.
  • Empathy - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.
    • 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.
  • Archeus - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.
    • 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.
  • 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.

Passive Skills:

  • Calligraphy - Passive Skill. Increases the range of all Hex Field skills.
  • Field Flux - Passive Skill. Increases the health and mana globes dropped in hex fields.
  • Empowered Psyche - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.
  • Mystic Pattern - Passive Skill. May increase Rune effects, or increase Alchemist's attack rating and critical strike damage while within Hex Field (to be determined).
  • 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.

Active Skills:

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Passive Skills:

  • Research and Practice - Passive Skill. Increases the damage of all Phenomenon skills.
  • Phantom Pain - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.
  • 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.
  • 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

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!

Skill Rune Effects

The effects of Skill Runes 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.

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

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.

"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"


The Skill system has been completely redesigned. It will be better organized into tiers in the near future.


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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