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		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
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&lt;div&gt;'''Compendium of the Orue Agea''' is a [[fan fiction]] piece by [[Kire]], originally posted in the [[Diii.net|Diabloii.net]] [http://forums.diii.net/forumdisplay.php?f=8 Fan Fiction Forum]. This story was posted on November 12th 2010.&lt;br /&gt;
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==Compendium of the Orue Agea==&lt;br /&gt;
By '''Kire'''&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part I: The Path to Enlightenment&amp;lt;/u&amp;gt;====&lt;br /&gt;
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By the grace of higher powers I, Arlore Geid, High Librarian of Cedurnem, do set forth this chronicle to give insight to those who wish to know the purpose and history of the esteemed Orue Agea, known by most others as Alchemists, and of which I am honored to be part. As with all things, truth is in the mind of the beholder, and thus one must understand that this truth that I present is only truth in regards to what I have learned of before. In that way, the society of the Orue Agea is built upon the pursuit of truth and peace. Here and now, I intend to unravel the mystery of our history and the threads of the past that have woven together in our present.&amp;lt;br&amp;gt;&lt;br /&gt;
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The name Orue Agea that we bear derives from the Ancient Tongue, meaning “Seekers of the Self” and as such, those of our society seek to better the world around them by finding wisdom and enlightenment within themselves. I ask that you pardon my choice of words, as many of the scrolls of old are written in the Ancient Tongue, thus I shall attempt my best to accurately translate. Those beyond our society that remain unfamiliar with it refer to us as Alchemists, though this is somewhat of a misnomer as many of the Orue Agea study areas apart from alchemy. However, the art of alchemy is one of the necessary studies for any wishing to understand themselves and the world. The principles of our alchemical studies extend to encompass other fields as well, thus I can understand the generalization –which is a natural human tendency. Many refer to the proud warrior race of the north as Barbarians and the priests of Rathma as Necromancers, both with whom we have always had friendly associations, although neither term truly describes these honorable orders. It is due to these natural generalizations and fear of the unknown that I wish to make known the truth of our society, to cleave the shadow of rumors and lies that seem so prevalent in recent times.&amp;lt;br&amp;gt;&lt;br /&gt;
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No philosophy is more important to our order than perhaps “as above so below.” To understand this concept is to understand the relationship of the Orue Agea with their world. All things are a conflict of order and chaos in their own system, whether in reference to individual conflicts, the workings of the entire world, or the fight for balance found in a single drop of water. What meaning do the larger conflicts of man have for the world within the drop of water? And how they pale in comparison to the great procession of the greater universe around them. Therefore, it is said that just as all things occur above, so do they below –the worlds within the world. By this wisdom we believe our own minds and bodies to be universes within themselves. To balance the larger world beyond us, we must first learn to master the universe within us. Apart from many of clans of scholars and mages, this philosophy humbles us, as we realize we are only part of a larger world, whatever power to which we could hope to aspire is insignificant from such a viewpoint. The single mage who selfishly strives for power against the world is foolish; he is like a single raindrop trying to dominate the storm. Of course, like the honeycomb of the bee, the workings of the Orue Agea twist and split into a thousand directions, this great truth proving difficult for even the wisest ones to grasp. In order to know the true nature of the Orue Agea, one must understand the history that has shaped it. I intend to begin the work of revealing that history in my next writing.&amp;lt;br&amp;gt;&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part II: From Chaos Rises Order&amp;lt;/u&amp;gt;====&lt;br /&gt;
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When most in general think of the Mage Clan Wars, they are reminded of the period of conflict between the Vizjerei mage brothers Horazon and Bartuc –better known as Bartuc the Bloody. While this conflict was certainly a most brutal one, the actual Mage Clan Wars had stretched millennia before when the first mage clans formed over the numerous magical nodes of Kehjistan. Consumed with power, the philosophically different clans began to war amongst each other for the right to supreme control over the magical energies. This marked the beginning of the long period of rivalry –sometimes violent, sometimes seething –in which the mage clans dominated one another for control. Their pride and thirst for power blinded the mages to the suffering they were causing, leading many to fear them nearly as much as the demons of the Burning Hells themselves. Among the atrocities committed by the mages was the perversion of the umbara clans of the Teganze into the unnatural Khazra, or goatmen, in order to fight for them. Such disregard for our fellow mortals is unfathomable to my mind, even if their beliefs are vastly different from our own. Blame was placed on demons such as Zagraal –but he only gave the Khazra greater strength, not origin –it was man that made these unfortunate beings. Their kind still roams these lands today, a reminder of the failure of the mage clans to uphold the ideals of wisdom and peace. Much of this was done in the name of defending the lands from the conflicts of the angels and demons, but the truth is far more obvious and terrible.&amp;lt;br&amp;gt;&lt;br /&gt;
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Parallel to the ongoing Mage Clan Wars was the even more nefarious and destruction Sin War, the conflict of the demons and angels of the mortal souls of our world. War is opportunity, with many mages seeing the otherworldly conflict as a motive to amass power and seize control. Entire cities were torn asunder by the awesome wrath of rival mages, heedless to the safety of those around, obsessed with only conquering a threat to their control. Though peace was made time and again between the clans, it was temporary, sufficing only until another mage hungered for power and found an excuse to ignite conflict once more. It is true that much of the corruption in the clans originated from demonic –and I dare say perhaps at times, angelic –influence; nonetheless, influence can only manipulate the dark desires already born in the hearts of mortal men. The forces beyond this world obviously sought to gain advantage over each other through the influence of man, and so many willingly acquiesced. Now please do not perceive my writings here as a condemnation of the entire mage order, as I am well aware that most of these esteemed scholars were peaceful in their pursuits. Rather I only wish to record the histories of the clans, especially how the greedy few were capable of tainting the greater whole.&amp;lt;br&amp;gt;&lt;br /&gt;
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For these reasons the general populace still fears practitioners of magic and –given their long history of corruption and greed –I cannot blame them. Alas, it is in our nature to desire…and to fear. Yet I can say with certainty that the wars have always been abated by the courage and determination of honest-hearted ones that stood against corruption. Many mages refused to fight one another and did their best to work towards peace. It has often been said that man finds the best of himself in the darkest times and it was in these dark times that a new society formed with the intent of seeking peace and knowledge for all mortals regardless of their origins. Truth became the call of this order to the world, a unity of a common interest against the corrupting influence of otherworldly forces. I speak of course of the founding of my order, the Orue Agea, which continues its purpose even today. For now, I gather more knowledge concerning the foundation, and shall write again when I have learned more.&amp;lt;br&amp;gt;&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part III: Foundations of the Four&amp;lt;/u&amp;gt;====&lt;br /&gt;
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The origins of my society are quite difficult to ascertain, as fact and legend become indistinguishable the further back we look. There is no doubt that the beginnings of the Orue Agea rest on the shoulders of four individuals, whom have often been seen as either wise men or powerful deities –such exaggerations often occur. They are today known as Vulken the Forger, Enquirre the Artist, Hermothes the Traveler, and Agathaea the Healer. It is not my place to determine their nature or divinity, yet hereafter I shall assume them to be extraordinary men, no more or less, for the sake of historical narrative. From what I gather from our oldest records, these four were members of separate mage clans during the ancient Mage Wars, yet grew disillusioned by the incessant conflict for power and dominance. Each struck out on their own with the desire to seek truth alone as their only guide and eventually found each other. Uniting in their purpose, they ventured north to find a haven where they could study in peace and came upon a quiet valley in the northern mountains between Kehjistan and the Dry Steppes among the springs of one of the first tributaries of the Argentek River. There they established a village, which grew to a city as more came to them in search of truth. The first edifices were carved into the stone of the mountains, and remain in use even today as more seekers of truth visit with endless questions. None have been able to determine the original meaning of our city’s name, only that it was of great importance to the four: Melatras. The roles of the four vary from one source to another, however the character of each provides insight into their contributions.&amp;lt;br&amp;gt;&lt;br /&gt;
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Vulken the Forger is the alchemical patron of the fire element. He is presented as a chemist, an inventor, a natural leader, a master strategist and adept warrior. A man of fiery temperament, he was most likely a leader of soldiers for one of the ancient mage clans and came to despise to futile fighting among his fellow man. In Melatras, he gave leadership and law to the land –creating the governing system by which all inhabitants could live peacefully and in harmony with each other. It was he that saw the establishment of the Corpus Ducens, the Guiding Body that oversees the safety and upholding of order in the city. They remain separate from the studies of each Orue Ageum, serving as defenders and only ensuring that all living within Melatras follow the laws and do not bring harm to others or the city. Unlike other mage clans, the Guiding Body does not preside over the studies of sciences and are elected by the populace to make decisions in harmony with the good of the city. The Guiding Body always consists of seven members, most of whom have talents that assist in their duties, and govern from the Arx Arcana, the Secret Citadel. The members of the Body oversee all aspects of daily life for the city, often serving in other parts of it as well, and are responsible for any concerns are vital issues. Though a society of peace, many would wish to gain the support or secrets of the Orue Agea by force. The Citadel is the central defense of the city against any attack that may come, where those who decide to serve as peacekeepers train. As an inventor, Vulken forged and refined new creations to better the lives of others, and the Guiding Body collaborate to do the same in their decisions. The Citadel rests in the center of the valley, a splendid fortress with its grand spires reaching above the mountains and catching the sunlight in its crystal peaks, making it seem as though it is topped with glowing fire.&amp;lt;br&amp;gt;&lt;br /&gt;
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Enquirre the Artist is the patroness of the water element. She was always in thought, delving into the deeper studies as a mathematician, mystic, mentalist and even psychic. Yet she was a woman who also appreciated all beauty, as we know from her mysterious and evoking poetry. I suspect she was forever a student of the deep mysteries, yet would not abide the perversion of her noble studies by the clans for personal gain. She brought research and education to Melatras, where she established the Library of Cedurnem, housing information from across the world and from ages past. It sets in the edge of the valley, nestled in the spring-caverns that give birth to the valley’s river and winding deep underneath the mountain range. Like a hive, the chambers of the library divide and spread, with the main chambers devoted to studies in general and each subsequent chamber branching off to more specific fields. When an Orue Ageum reaches the point of beginning his own research, he creates his own lair to continue his work privately. That chamber will grow as more after him follow his work and increase the knowledge of that field. As such, the library originally was only one chamber, yet has grown to thousands and now continues to grow. Each scholar places protections and enchantments on his lair, so that only those who understand the studies before can proceed to his deeper truths. These enchantments are fortified over time by others, and test not only power but also understanding and control. Thus, there is no need for restrictions; scholars are restricted by their own knowledge and can only move forward when ready. The words on the portal to the library read “Nemo Sapientior nec Superior” meaning “None wiser nor higher.” While many originally assume this to mean that there are none better than the Orue Agea, they come to understand that it means that all are equal: no school of magic, no study, no order nor any man is superior to another. All merit their own worth and guide us to truth.&amp;lt;br&amp;gt;&lt;br /&gt;
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Hermothes the Traveler serves as the patron of the air element. A man of infinite curiosity with an adventuresome spirit, he was a scholar, a writer and an explorer, for he was always charting the unseen skies and unknown lands. Naturally a trader, He saw the greed and lust for power of the mages, and resolved to institute peaceful exchange and business. Indeed, he brought commerce and finance to Melatras, establishing the Mercatus Infinitus, the Endless Market, which encompasses the free trade of all the city and promotes honesty and fairness. He laid down the rules of trade, by which all trades must abide in order to conduct business in the Market. The massive stretch of stalls and shops is the first expanse of the city and makes up a generous portion of the city. With its troves of innumerable wares and services, it ensures undoubtedly that a person will find whatever they may be looking for –no matter how bizarre or rare. The unique hexagonal structure of the market and each of its subsections allows for an efficient use of space that is also easy to navigate. Hermothes was not a man to remain in one place too long, being a wanderer, and so he left Melatras after some time to continue adventuring in other lands –though he did return to visit from time to time. A traveling trader, diplomat and explorer, he journeyed to the most remote and far-flung edges of the world in search for new discoveries and establishing good relations between the Orue Agea and the peoples of all nations and orders. He always discovered during his travels new mysteries for the scholars of the Library to study and new individuals of talent to invite to Melatras. Likewise most Orue Agea travel in their youth to broaden their scope and bring new perspective back with them.&amp;lt;br&amp;gt;&lt;br /&gt;
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Agathaea the Healer, the patroness of earth, was a realistic and compassionate woman. She sought only to provide for others, and as such took on the role of physician, apothecary and cultivator. She was deeply upset by the suffering she saw in her fellow man, be they of her clan or any other, especially those who were experimented upon from the Torajan Jungles. She refused to allow her skills to be used to support war anymore, so she left her clan and gave herself to helping others. Upon founding Melatras, she established the Centrum Renovati, the Restoration Center, which cares for the health for the city and delves into the mysteries of medicine and anatomy. It still sits on the cliffsides of the northern wall, its many columns supporting the classically designed levels that surround the grand rotunda at its culmination. There was served as Chief Healer, and is said to even been able to remedy the deadliness of poisons and sicknesses with her skill. She was also an avid cultivator, and oversaw the immense fertile fields on the valley’s river to provide produce for the entire city. None in Melatras went without fresh food or healthcare, as she was ever diligent in her duty. So magnificent was her skill of studying and caring for life that a hundred breeds of flowers and trees always adorned the Restoration Center as a symbol for life and rebirth.&amp;lt;br&amp;gt;&lt;br /&gt;
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As the years passed beyond its founding, Melatras prospered from peace and a thirst for truth. A vast variety of individuals dwelled in harmony there, not only those who had traditional magical talent. Many studied metallurgy, potions, architecture, or a multitude of other areas that did not necessitate being able to touch magic –their power was their mind and will. So long as a person sought truth and peace, they were welcome to live and learn there. However, I will not deceive myself or others to believe that there were not difficulties over the centuries since. Like those of the mage clans before, time after time there has been those who have fallen astray to corruption and greed, with the parable of Tauch the Miser demonstrating the dangers of serving one’s own selfish desires. His story is intricate, and exemplifies a very important philosophy of my people, that of the two suns, which I will attempt to prepare for my next writing.&amp;lt;br&amp;gt;&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part IV: Prophecy and Condemnation&amp;lt;/u&amp;gt;====&lt;br /&gt;
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A philosophical concept of great importance originated from a prophecy of an ancient Orue Agean seer: the two suns. Gold has long been hailed as a symbol of perfection –it never corrodes or rusts and only the most powerful solvents can dissolve it. The sun shares that perfection with its life-giving golden light. Yet alchemists believe in two suns, the physical one and the philosophical one. The physical sun that daily crosses our skies is the symbol of physical needs and desires, just as physical gold is the focus of greed. Those who study the Magnum Opus, the Great Work, understand that its perfection is temporary, illusionary. The true Golden Sun is within man, the potential of each one to establish his own divinity and transcend the bounds of physical reality. Although countless mages have sought to create the legendary Lapis Philosophorum, the Philosopher’s Stone, to transmute metals into gold and obtain immortality, they do not understand that true philosophical gold and perfection come from within nor that immortality is not escaping death but seeing beyond such worldly perceptions of life and death. To create physical gold is a work of the Black Sun, physical desire, which upon being conquered is only the first step towards enlightenment –not the last. It has taken centuries to understand this great truth and search for the Golden Sun above the Black Sun. It is perfection, oneness, order.&amp;lt;br&amp;gt;&lt;br /&gt;
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One such Orue Ageum who failed to seek the higher Golden Sun was Tauch, now known as Tauch the Miser. His pursuits were innocent and harmless enough…until he sought assistance from darker powers. He saw physical gold as the epitome of perfection and wished to gain its perfection for himself –to live on in a supposedly perfect state and gather its secrets for his use. To this end, he studied the ties of reality as well as how to control, change, or even loosen these bonds. He eventually succeeded in summoning an imp from the Burning Hells and bound it to his will. He kept his work secret, as this practice was forbidden unless under the direct supervision of the Guiding Body. Too often had enslaved demons turned to enslave their master and corrupt those around them; nevertheless, he brought the demon imp to his command, and studied its secrets in hopes of achieving his goal. He managed to bind the imp to the mortal realm with ancient and secretive spells, tying its spirit to a golden coin. So long as the binding spells of the coin kept its strength, the imp could remain in this world. However, he did not realize that the imp, seemingly so subservient and helpful, was actually corrupting his mind and exciting his greed to make him more easy to manipulate.&amp;lt;br&amp;gt;&lt;br /&gt;
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Although Tauch assumed it was his own idea, it was in fact the imp that planted the idea of using imps to gather gold for him so that he could continue his work. Slowly becoming consumed by greed, Tauch at last allowed the imp loose from his absolute command to begin his task of amassing gold and, in that moment, sealed his fate. The imp immediately used his newly gained free will to slaughter Tauch and carved his corpse into pieces. The pieces grew into homunculi that then emerged as newborn imps, but the golden imp went further to plant a golden coin in each newborn to share his bond with the rest. His offspring likewise were bonded to gold, and sought to gain as much of it as possible to increase their power and create more of their kind. Even thought a demon’s power greatly diminished after losing connection to great energy –such as their master’s –it can still hold shape on the mortal realm with far less power. Records show this to be true in recent decades, where imps wander dangerously free without control; luckily, they are far weaker without a master to feed their power. The golden imps used gold to store and amplify what power they had left, which made them stronger than their typical demon imp brothers. They were hunted by the Orue Agea upon being discovered, though some did escape destruction, and their species came to be designated the Avarifer Aureolus, the Gilded Greedbearers. Few know this name, which refers to the species in general, but rather refer to them by the name of their most common breed: the Gilded Miser, after greedy Tauch.&amp;lt;br&amp;gt;&lt;br /&gt;
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While small in appearance, the Gilded Miser is a sinister and fearsome foe for any adventurer –being far more vicious and power than the typical mischievous imp. Fortunately, this imp tends to remain close to its den; it fiercely guards its accumulated treasures and rarely strays from the general vicinity even to pursue attackers. One can tell the age and power of a Gilded Miser by the amount of gold staining its skin. Misers collect anything gold and store them in their dens, even going as far as consuming some of the gold to keep it safe. Over time, their powerful stomachs of hellfire acid dissolve this gold, which becomes imbedded in their bodies. When threatened, they viciously rake an attacker’s flesh with their razor claws or may even vomit molten gold upon them. The common Miser will usually seek only common gold and live for short times; however, the more powerful breeds of the Gilded Hoarder and exceedingly rare Gilded Mammon are hardier and seek gold with magical enchantments and properties. The more enchanted gold they absorb, they more likely they are able to call upon these magics to attack. Thus attacking a Mammon is pure folly, as the magical imbued gold in their bodies often provide them abilities such as elemental magic, enhanced prowess, teleporting, and even summoning other creatures to its aid.&amp;lt;br&amp;gt;&lt;br /&gt;
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I now return to the prophecy above mentioned. The seer spoke the words “Two suns, one black one golden; two souls, one to condemn one to redeem.” Curiously, this prophecy was spoken in Modern Tongue, which I write in now but was considered vulgar at said time, and contains double meanings. “Suns” could be heard as “Sons” while “Souls” could be “Sols” –Ancient Tongue for “Suns.” This double meaning is intended to tie to importance of the sun symbol of perfection to the inner philosophical sun within man’s soul –a child or “son” of truth. By my own belief, the Son of the Black Sun was Tauch, who by his greed unintentionally revealed our highest secrets to the Burning Hells and set their plans in motion. He condemned the Orue Agea and even the world with his actions, yet according to prophecy the Son of the Golden Sun would yet redeem us of our failure. This pivotal event involves much deception and tragedy –I hope to properly convey this story in my next writing.&amp;lt;br&amp;gt;&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part V: Twins of Destiny&amp;lt;/u&amp;gt;====&lt;br /&gt;
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Some three-hundred years prior to my writing this, the longest peace of the Mage Clan Wars was consumed by the savage inferno of Horazon and Bartuc’s uprising. Empowered by demonic magic, these two Vizjerei mages desired to rise above all other mages and even bring the demons to their control. The violence escalated to complete war when the two turned on each other: Horazon only wished to control demons, while Bartuc wanted to become like one. Their disagreement resulted with Bartuc joining the forces of Hell and fighting against his brother. The war was more than one-sided as the mage clans also began to fight themselves as well as the demons, each seeking dominance just as in conflicts passed. The battles eventually encroached on Melatras, with some mages seeking to study from the Library of Cedurnem to learn new techniques to use against their enemies and others attempting to persuade the Orue Agea to align with them. The Guiding Body refused to take part in the war through any means, which led many of the clans to declare enmity against the society.&amp;lt;br&amp;gt;&lt;br /&gt;
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Allow me to take this time to detail the circumstances involved in the attacks on Melatras, first beginning with the Guiding Body of the time. My thoughts first turn to Niyma Nadeo. She was a tall, slender woman with skin dark as deepest night and a hard visage that belied her kind nature. She was naturally empathic; she could sense and understand the emotions, behaviors and thoughts of those around her. In the deepest debates, she served as a master mediator and bound the Guiding Body together. Eltus Debal was a pleasantly plump man with fair complexion and short, curly red hair. He understood the flow of life energy; thus, he oversaw the agriculture of the city and cared for the nature environment around. Tsul-queng-sha was an elder lady of greatest honor and finesse. The many years behind her had given her face the semblance of carved wood and her pure white hair arrayed behind her like a waterfall. None of her time knew more of the body’s form or function better than she, for she was a head healer of the Restoration Center.&amp;lt;br&amp;gt;&lt;br /&gt;
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Jabir ibn Khalid al-Sadiq was a dignified man with brown skin, a neatly trimmed goatee, and intricate robes that lied upon the various tools her always kept about him. Through his imagination and intuition, he guided the engineering and architecture of the city. A natural mathematician, he designed new astonishing buildings to replace those that had fallen into disuse and therefore to function more efficiently than before. Kusunoki Zhang was a warrior at heart, his muscled form the result of countless years of perfecting technique with the blade. He had black hair and fair brown flesh, and was a master of meditation and the art of focusing body and mind. Often he claimed his greatest weapon to be the mind and oversaw training in the martial arts and swordplay. Fen-rah Vost was a tall, gaunt man of flushed complexion and yellow hair that served as the High Librarian. His focus was on arcane magics and natural mysteries, having learned to even manipulate objects with his mind alone. He was always a distant man, even with his own family –such was the nature of his inward mind.&amp;lt;br&amp;gt;&lt;br /&gt;
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Scoewyn Hethra was well built with chestnut hair, skin like snow and a smile that ease the hottest tempers; his emerald eyes missed nothing and gave off even less to others. He saw the connections between things: action and consequence, past and future, one person and another. This ability made him an excellent swordsman, being able to glimpse moves to come, and even make important choices that would greatly affect the future. A deep sense of morality instilled in him the need to insure the fairness and justice of the Guiding Body’s actions. During his younger, traveling days, Master Hethra had discovered twins that he foresaw would have great importance to the events of the world –though he was not sure how. He brought them to Melatras to train their talents and to allow them to reach for a greater destiny.&amp;lt;br&amp;gt;&lt;br /&gt;
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The boy, Sri-Kurah, had jet-black hair and hardened tanned skin that showed the years of honest labor in fields. He was a natural leader: charismatic, strong-will, brave, and of a simplistic mindset. He always watched over his sister with loving diligence, comforting and protecting her during the months after they left their home when she had trouble adjusting to their new life. As he grew into a young man he became the apprentice of master Hethra, learning to hone his bladework and to be a leader of men. His sister, Sri-Ajota, had equally illustrious black hair and beautifully supple skin. Her inquisitive mind led her to study the arcane arts under master Vost, her own studies eventually surpassing his own in certain areas. She soon fell in love with his son, Ilseun Vost, who was an expert metallurgist and studied with Sri-Kurah under master Hethra. A light-hearted young man of sandy-blond hair and quick wit, he quickly became Sri-Kurah’s best friend; the two treated each other as brothers even as they crossed blades in intense –yet always amicable –competition. The brother and sister were natural prodigies in their areas and along with Ilseun were expected to eventually take places on the governing body. Allow me rest and time to compose my thoughts before continuing, even now my joints ache from writing.&amp;lt;br&amp;gt;&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part VI: Times of Trouble&amp;lt;/u&amp;gt;====&lt;br /&gt;
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Their peaceful lives were shattered when Bartuc sent his armies to occupy Melatras and forcibly take the Orue Agea’s knowledge for his own use. Whatever remained human in Bartuc had slowly perished under the demon power that enveloped him –leaving him a truly loyal leader of demon armies and twisted cultists. Their soldiers marched on the city: vicious demons, mad cult followers and possessed wild beasts. With a savagery the city had never known, the army layed siege to its defenses through blade, machine and magic. Catapults launched from afar flaming amalgamations of corpses and festering feral demons to spread chaos. Swarms of vile creations spewed through the streets while wicked spellcasters unleashed unspeakably evil incantations upon the inhabitants. To the horizon there was only bloodied weapons, ravenous maws, and the look over murderous anticipation in the eyes of thousands. Yet they were met with fierce, unyielding resistance by those that would not give in to their terror. Though much death and pain was wrought on the city, the invaders finally withdrew after much loss to both sides. Perhaps most grievous of these losses was that of Ilseun who bravely stood with his warriors against the invaders to keep them from the Citadel –his sacrifice rallied the peacekeepers to fully repel the invaders from their beloved lands. Bartuc went on to ravage the world with his insatiable bloodthirst, eventually falling by the hand of his own brother. Although saved from invasion, a spirit of unease and despair fell upon Melatras, the scars of war ever fresh in the minds of the people. Many had lost their lives in the chaos and more families had been sundered by maddening slaughter.&amp;lt;br&amp;gt;&lt;br /&gt;
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Sri-Ajota never fully recovered from the lost of her love, and lost herself in grief and her studies of the arcane ties of reality. Meanwhile, her brother took a more active role in the protection of the city, determined to ensure that such an invasion never took place again. He attempted to comfort her in her pain, but she grew detached and became almost obsessed with her research. It appears she pushed the boundaries of the soul and mortal energies further than anyone before –perhaps hoping to somehow regain the love she had lost in death. To do so, she would have to learn how to lastingly bind a spirit from another realm to our world, for Ilseun was truly no longer of this world. But the one who felt the loss most of all was Fen-rah, his mind seemingly deranged by the death of his son. He became more and more secluded and ill tempered, disappearing for days at a time within the library and always refusing to say what he sought there. Over a few years Sri-Ajota could not fail to see something deeply wrong with her old master –beyond grief –thus she began to secretly study his behavior. I cannot yet say how it was exposed, but Sri-Ajota made a startling discovered: Fen-rah, in his grief and desperation, had been slowly corrupted and possessed by a demon.&amp;lt;br&amp;gt;&lt;br /&gt;
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Maybe it was her studies of reality or her closeness to her master that allowed Sri-Ajota to perceive the wicked spirit that had clouded his mind –of this I shall reveal later. Regardless, she revealed to her brother the true nature of the city’s despair: the demon was a Nightmare, a first-hand creation of Diablo, the Lord of Terror, himself. The Nightmares, a deadly breed of what is known in the Western lands as the Hidden, were formless demons that preyed on the fears of mortals and twisted their minds. Sri-Kurah stormed into the Citadel and confronted Fen-rah in the council chambers before the entire Guiding Body. Enraged at being discovered prematurely, the demon revealed himself as Run Azar and charged Sri-Kurah. Run Azar was the leader of the Nightmares and one of Diablo’s most trusted lieutenants; his name alone brought fear to the minds of mortals. The two enraged in a fierce duel, with the Guiding Body barely able to protect themselves, much less assist. The demon lashed out with the mystic powers of his host body and the hell-fury spells of his true nature –all the while demonstrating masterful swordplay. The damage to the Citadel was extensive, Sri-Kurah doing all he could to protect the others as well as attack the demon. Yet he was unwilling to murder the father of his best friend, withdrawing from a killing blow several times and trying to reason with Fen-rah. His hesitation at last took its toll, as Run Azar disarmed and prepared to kill him. Ignoring his own safety, he pleaded with Fen-rah to remember his son and to fight the demon’s control. Sri-Kurah reached Fen-rah at last, who resisted Run Azar’s control just long enough to apologize to Sri-Kurah and whisper his son’s name…then plunge the sword into his own heart. Run Azar, suddenly bereft of body, attacked Sri-Kurah’s mind and attempted to possess him; but the man’s indomitable will would not yield to his control and forced him out. Determined to succeed in his mission, he rallied the other Nightmares that had infiltrated the city and attacked the Orue Agea from within –cloaked in incorporeal shadow.&amp;lt;br&amp;gt;&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part VII: Fall of Nightmares&amp;lt;/u&amp;gt;====&lt;br /&gt;
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For several weeks the Orue Agea fought a losing battle –the formless Nightmares attacked their minds and were nearly invincible to conventional combat. I read now from the record of Rihn Thadius, the explorer and astrologer, who returned to Melatras from his world travels during these dark times to defend his city. He was a renown traveler along with his partner Ozucchiba, who himself was a master cataloguer of lifeforms. The young man and the wizened elder with his long, bushy white beard made an interesting pair. He wrote, ''“My heart is wrought and pierced at the sight of my beloved city. Though I heard of its siege by the wicked demons, I never imagined what I would behold upon returning. The Secret Citadel was in ruins, though it somehow remained standing. The Market was pillaged, merchants slaughtered. The fields were consumed with fire, its flames clouding the skies with smoke. Even now I feel assaulted by shadows I cannot fight; I rush to join the defenders. Ozucchiba, who loved this city as much as I, felt sick to his core upon seeing the death about him. We had traveled long together, and I had never seen him so distraught. We caught sight of master Txucoatl, who was alive in battle hurling concoctions and casting his ritualistic hexes on the invaders and looked as fierce in his ceremonial paint as any demon. He said we must retreat to the library, where the defenders are in need of every fighter. Here we make our last stand, though I fear I will not be able to do much; yet my life I give to my city if I must.”'' From this we know that the damage to the city was extensive, yet the Orue Agea remained determined. The demons pushed towards the Library, their true goal, while the defenders desperately tried to keep them held back. Sri-Kurah refused to surrender to the oncoming horde, and vowed to fight them to his very last breath. Just when the city seemed lost, his sister advanced from the Library and, resolutely and composedly, began a rite of ancient power. She had learned more about the nature of the mortal realm than any before her, and knew what she had to do.&lt;br /&gt;
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She undid the binding forces of reality and channeled pure arcane energies through herself. In the midst of the battle she called on the elements of the world to fall upon the demons: lightning struck, tornadoes descended, fire rushed forth, water raged, the earth itself opened and swallowed the invaders. Then, she spoke to her brother. She told him that she loved him, and that he must be strong and finish what she would begin…for Ilseun. She entrusted him with her greatest work, giving him a scroll that she said was the secret to manipulating the ties of the world itself and to bind a demon and seal it away. It was the very secrets that Run Azar had sought all along. Though he screamed for her not to leave him, she rose up and, finally letting go of her grief and accepting her potential, reached an existence that few mortals could ever hope to achieve. She let go of her fears, desires, her very self and touched truly divine power, with the potential to do whatever she could will and imagine. She fulfilled that ancient prophecy, and became a “Son of the Golden Sun, Soul of the Golden Sol,” (Sons in the Ancient Tongue could refer to just males or male and female) in attaining true philosophical perfection. She became the height of human potential, above angel and demon, having attained oneness with the universe around her –As above, so below. Then, she surrendered her life and released the infinite power of mortal energy, vanishing into a burst of white light that consumed the city. The pure, incorruptible power robbed the demons of their shadowy guises and forced them to take fleshly form or completely dissipate. In doing this, she saved her people, and redeemed that mistake made so long ago. &lt;br /&gt;
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The empowered Orue Agea charged forward to the demons, not only defenders but also healers, scholars, farmers, merchants, and workers. United in their devotion, they used every talent they had to valiantly repel the suddenly vulnerable demonic force. Run Azar fled in rage and found a wild beast nearby, possessing and shaping it into a crude resemblance to his natural shape. His skull grew voracious fangs and tusks beneath, while twin barbed horns curved wickedly upward from his temples and fleshy tendrils sprouted behind in the semblance of hair. Eyes glowed as though they were embers brought forth directly from the fire-pits of Hell itself. His demonic power shaped and twisted the flesh as much as possible to his true form –appendages grew into taloned hands and others emerged beneath his shoulders to shape themselves as he willed. The Nightmares likewise found crude forms in the rodents, serpents, and insects of the mountains and desert –now themselves knowing the fear of being weak and hunted. They gathered with their leader and fled north in desperation, hoping to gather their strength and acquire reinforcements. Sri-Kurah led the Orue Agea and pursued, resolving to end the demons forever.&lt;br /&gt;
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The Nightmares were pursued out into the Dry Steppes of the north, the Orue Agea relentlessly confronting them. The warriors were joined by other mages and even angels that had come to their assistance from afar. After two weeks, they channeled the demons into a narrow section of canyon known as the Aspera Sussuranta, the Whispering Drylands. The broken, sharp crags of the canyon sides caught the wind, the turbulence creating faint harsh noise much like whispers. Here, the demons lost all advantage and were finally surrounded. As a master leader and strategist, Sri-Kurah had maneuvered them to a sacred spot, a natural magical node beneath a large stone. The Orue Agea began the rites similar to that of Sri-Ajota’s that would contain the demons, while Sri-Kurah and his defenders held back the Run Azar and his Nightmares. The stone glowed as its magical energies were activated, and it began to pull the essences of the demons into it. Run Azar fought to the last, again dueling Sri-Kurah; however, Sri-Kurah used all his training to subdue the demon beast and run his blade through him. Cursing the name of the Orue Agea and calling to his master Diablo for help, he was at last sealed with the stone, bound for eternity by their spells. They remain there even today. Weary but victorious, the Orue Agea left the stone, which they named the Monolithus Insomni, the Dreamless Monolith, and returned to Melatras to rebuild their homeland. The nightmare was over, the war carried on –as I will explain.&amp;lt;br&amp;gt;&lt;br /&gt;
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====&amp;lt;u&amp;gt;Part VIII: A Desperate Union&amp;lt;/u&amp;gt;====&lt;br /&gt;
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The Orue Agea saw no reprieve from the war, for soon they received a visit from an archangel who asked for their assistance. The Orue Agea never sought allegiances with otherwordly forces –Hell or Heaven –as they felt that man’s potential lay within himself…the arrival of the angel was met with skepticism. Although initially very distrustful, the Guiding Body –now including Sri-Kurah –agreed to hear Tyrael, who told them of the current affairs of the rest of the world. Bartuc the Bloody had been defeated and Horazon had gone into reclusion from the world while the Mage clans had reached a temporary truce. The High Heavens had witnessed the works of the Orue Agea as they bravely bound Run Azar, and Tyrael gave an offer the them. Civil had erupted in Hell, and the Prime Evils had been banished to the mortal realm. Tyrael was assembling an order of wise ones from all clans and orders to hunt down the three Brothers. He had seen the binding spells they had used, and asked them to join this order of Horadrim to seal away the Prime Evils in special stones of great power using these spells. Determined to do everything possible to protect his people from demonic forces, Sri-Kurah volunteered himself and any willing to join to Horadrim’s quest after much debate and discussion. Those who chose to set out on this crusade brought with them their binding spells and, as a sign of goodwill, a special device that could transmute any objects placed within it. After this, the story is well known.&lt;br /&gt;
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A group of Orue Agea joined the Horadrim, who pursued the three Prime Evils in their dark exile. Mephisto, the Lord of Hatred, was first captured and imprisoned in a Soulstone, a mystic stone that contained the power of the mortal soul and used it to power the binding spells. He was buried beneath Kurast and came under the guard of the Zakarum. Diablo and Baal fled to the west across the ocean into Aranoch. Baal fell in the deserts beyond Lut Gholein, although he shattered the Soulstone meant for him. A courageous mage named Tal Rasha offered to bind himself to the Soulstone shard and use his mortal energy to complete the binding. Thus, Baal, the Lord of Destruction, was too sealed, forgotten in an ancient tomb. It took several more years of pursuit to defeat Diablo, and finally he was subdued in Khanduras, where he was ensconced beneath a Horadrim monastery. Their task completed, the Horadrim faded into legend and, most unfortunately, eventually forgot their duty to watch the soulstones. The Orue Agea, however, never forgot to watch over the Dreamless Monolith and ensured that the evil Nightmares within it would remain sealed. If only the Horadrim had heeded to the cautions of their Orue Agean brothers and remained diligent.&lt;br /&gt;
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Mephisto, first captured, was also the first to corrupt his soulstone and reestablish his power. After bringing the Zakarum council under his influence, he sent the Archbishop Lazarus to Khanduras to secretly release his younger brother. Diablo awakened beneath the monastery of Tristram, now a Zakarum church, and regained form as he terrorized the town. Brave souls ventured into the catacombs and slayed him, yet he in truth succeeded to possess the hero would seek to slay him. In his new body, he traveled to Lut Gholein and freed Baal, and then the two to Kurast to reunite with Mephisto. Together they open a portal to Hell, to which Diablo returned to take back command of the armies of Hell. Mephisto remained in Kurast to consolidate power of the Zakarum and prepare for the arrival of the armies. Baal journeyed to the northwest, preparing for an invasion on the Barbarian homeland. Once more, a group of heroes arose and defeated the three: Mephisto as he guarded the portal, Diablo in Hell itself, and Baal in the midst of his siege. The soulstones were destroyed, as was the treasure of the Barbarians: Mount Arreat. Whatever lay within that mountain (an object called the Worldstone according to Deckard Cain) was of great importance, and apparently had been corrupted –necessitating that Tyrael destroy it. Many feared the apocalypse following the destruction of Arreat, as if Hell itself would flood the world. Yet twenty years have passed, and life continues. Only now, after years of research, have I pieced together what I believe to be the truth behind the invasion of Melatras and the dark exile of the three Prime Evils. I will soon reveal my studies when I write again. My eyes are weary from the flickering candlelight, I must rest and collect my thoughts.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
====&amp;lt;u&amp;gt;Part IX: Revelations&amp;lt;/u&amp;gt;====&lt;br /&gt;
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Though examining the writings of scholars ancient and recent, too many to record here, I believe I understand to underlying motives behind recent events. Perhaps the most useful of all was what I learned from speaking with the self-proclaimed last of the Horadrim –Deckard Cain. He claims to have conversed lengthily with the archangel Tyrael during the war against the three Prime Evils, thus I greatly value his knowledge. I am quite certain of the veracity of my findings, although I wish I were mistaken –as the underlying truth is far more terrible than its outward appearance. Let me begin with the great conflict between the High Heavens and the Burning Hells.&lt;br /&gt;
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Long ago, before man came into being, these two forces forever fought an unending war for the destruction of each other. In those times, angels and demons waged direct war with each other. After our world was formed, the Archangels and the Prime Evils realized the potential presented by mortal man. The mortal realm contained its own energies that kept angels and demons from holding their form there; they would quickly dissipate if they stayed for long. This energy flowed through the mortals and if either side gained the support of these souls they would have a great advantage over the other side. Thus, the direct war between Heaven and Hell ended a war of subtle influence took its place –with each side trying to gain more followers. The Prime Evils were masters of manipulating the mortals, yet the lesser Evils became dissatisfied with the lack of direct conflict and viewed this as a sign of weakness in their masters. Little did they know that the Prime Evils were aware of their thoughts of revolt, and used it to their advantage.&lt;br /&gt;
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Heaven can count no greater loss than that of Izual, a headstrong angel that led an ill-advised assault on the Burning Hells and came to be a prisoner. The Prime Evils twisted his mind and forced him to reveal all that he knew in regards to the secrets of Heaven. In this way the Prime Evils learned of the existence of soulstones. The source of the life-giving energy of the mortal realm rested within mount Arreat since the creation of it, and these soulstones originated from the object in that mountain. They each contained a small but powerful amount of the object’s energies…and presented an amazing opportunity for the Prime Evils. From Izual they learned that Heaven hoped to use these stones to trap the Prime Evils by restricting them the mortal realm. If their bodies were destroyed, their spirits could be trapped within the stones with the right spells. Though this seemed detrimental, the Prime Evils saw a possible advantage to being trapped in the stones: they would be tied to the mortal realm and could move about it without fear of their energy dissipating. Demons could be bound to a mortal to draw strength from his energy, but be slaves to his will, or exist on their own at the cost losing the majority of their power. To be bound to a soulstone would mean that, in essence, they could bring their demonic powers with them to our world by tapping into the mortal energy without having to obey a human master. The last key information came from their own kind; the creation of the Gilded Misers proved that a mortal had learned how to bind a demon to a particular object other than a mortal–something that had never been accomplished before. If the brothers could bind themselves to particularly a soulstone, then they could retain their power and amplify it with the energy of mortals. Thus Diablo, Mephisto and Baal set forth a master plan.&lt;br /&gt;
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The Mage Clan Wars erupted in the mortal realm. Through careful manipulation the Prime Evils corrupted Horazon and Bartuc and manipulated them into beginning their war as a distraction. At the same time, Prime Evils stirred the discontent of the lesser Evils and ensured that they rose up against them in civil war. In the midst of these wars, Diablo learned of the binding spells of the Orue Agea from the Gilded Misers. He tasked his lieutenant, Run Azar, with a most important mission: he was to take his Nightmares to Melatras and steal the secret art of binding for Hell –using Bartuc’s ravaging invasion to create despair and grief and thus gain a foothold in the minds of the scholars. As we know, the mission failed and the Nightmares were sealed within the Dreamless Monolith. This, however, I now believe that this was Diablo’s plan: he betrayed one of his closest followers. I also believe the Prime Evils somehow surreptitiously informed Sri-Ajota of Fen-rah Vost’s possession and allowed the angels to know of the battle that ensued. They never planned to have the secrets for themselves –they wanted the angels to have the binding spells so that they would use the binding spells against the three. Only an angel could acquire the soulstones, thus the binding spells alone would be far less useful for Hell. Deception would be their greatest strength in the events to come. We were all manipulated into serving the interests of the Prime Evils.&lt;br /&gt;
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The civil war of Hell supposedly resulted in the “success” of the lesser Evils in which they defeated and exiled the Prime Evils onto the mortal realm. Using the biding spells of the Orue Agea, the Horadrim did exactly what was wanted and imprisoned them in the soulstones. Though weakened, they had access to the well of mortal energy and a connection to this realm. Now tapping into the stones’ vast energies, they slowly corrupted the stones and influenced the mortals close to them. Through their exertions, they had expended vast amounts of their energy; thus they were unable to escape the soulstones alone. By placing the soulstones in the bodies of mortals, the three could possess people and take fleshly form. Manipulating their connection to mortal energy, they hoped to bring their armies onto our world and establish dominion by corrupting the very source of the soulstones and our mortal energy. Imagine, our world as an outpost of hell: a supply of vast power, a breeding ground for demons, a bastion of darkness in which angels could not enter. The wicked cunning of this plan was masterfully executed. However, by the grace of courageous mortals, they failed and –with the destruction of the soulstones –they lost all connection to the mortal realm and were banished powerlessly into darkness. &lt;br /&gt;
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I imagine the civil wars of Hell still continue, as Diablo did not have enough time to reconsolidate his authority over all of the lesser Evils. The destruction of mount Arreat has unleashed great energy on our world. I remember those twenty years ago when every mortal that touched magic in some way felt the raw power flood our world and forever change it. Now I understand the reason why: this Worldstone –as it is said to be –that lay resting in Arreat both gave us our mortal energy and kept it in check. Now it flows free in its entirety, and even I cannot be certain what the end result of this will be. Yet my greatest fear is this: The brothers planned the failed assault on Melatras, their exile to the mortal realm, their capture by the Horadrim. I wonder, deeply fearful, of what it would mean if they had planned even their defeat here on our world. Above all reasons –historical truth, dispelling misconceptions, education –I have recorded what I have learned to prepare for the future. I believe that the machinations of the Prime Evils have not ended and only by understanding the past can mankind hope to be ready for what may come upon us soon. A shadow creeps across the world even now, who can say what lies ahead of us?&lt;br /&gt;
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-''Arlore Geid, High Librarian of Cedurnem''&lt;br /&gt;
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==References==&lt;br /&gt;
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* [[Kire]]&lt;br /&gt;
* [[Fanmade:Alchemist|The Alchemist]]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=785408 Original Post]&lt;br /&gt;
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{{Fan creation navbox|fiction}}&lt;br /&gt;
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[[Category:Fan fiction]]&lt;br /&gt;
[[Category:Kire]]&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Gilded_Miser&amp;diff=28290</id>
		<title>Fanmade:Gilded Miser</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Gilded_Miser&amp;diff=28290"/>
				<updated>2011-02-25T02:19:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
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&lt;div&gt;The Gilded Miser is a rarely seen demon that spends its time guarding the treasures it accumulates. It is the sinister horned embodiment of greed, as all it cares about is gathering more gold. An unnatural abomination of man's avarice, it is often a challenge to slay, although the rewards of doing so are usually worth the effort. Whatever they were before their mutation, they are now far more dangerous and malevolent than the typical imp.&lt;br /&gt;
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{{fanmade|[[Kire|'''Kire''']].|monster|}}&lt;br /&gt;
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==Diablo III Monster==&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Gilded_Miser.jpg&lt;br /&gt;
|portrait-width= 155px&lt;br /&gt;
|name= Gilded Miser&lt;br /&gt;
|bosstype= nonboss&lt;br /&gt;
|classif= Demon&lt;br /&gt;
&amp;lt;!--|family= Gilded Misers--&amp;gt;&lt;br /&gt;
|role= Unknown&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= Unknown&lt;br /&gt;
|armor= None&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= Claws&lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]] and [[Ranged]]&lt;br /&gt;
|speed= Fast&lt;br /&gt;
|movement= Medium&lt;br /&gt;
|modifier= [[Kire|Kire]]&lt;br /&gt;
|found= Various areas&lt;br /&gt;
|catexclude=&lt;br /&gt;
}}&lt;br /&gt;
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The Gilded Miser closely resembles the traditional look of a demon imp and stands at no more than 3 feet (1 meter) tall. As its name implies, it is a greedy demon that collects gold selfishly. Its own body even has a tint of gold over various parts -especially the horns and claws. It stands on two legs when not moving but will hunch on all fours to run and pounce. Even though it may appear feral, it hides a cunning intellect that no adventurer should take lightly; it often chatters in demon tongues as it waits for an opportunity to strike. Deadly jealous of its treasure, the Miser will attack any adventurer that approaches its den and continue attacking until the hero leaves the vicinity. The Gilded Miser can be difficult to kill without a decent strategy, but they are rarely found in any kind of group -preferring to remain isolated. Should a Gilded Miser be killed, search nearby for its den, as it will undoubtably contain valuable items and a sizable amount of gold.&lt;br /&gt;
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===Spawn Animation===&lt;br /&gt;
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Hidden within its den, the Gilded Miser will only emerge when an adventurer draws too close to it. It bursts suddenly from its hiding place with a vicious growl to attack.&lt;br /&gt;
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===Death Animation===&lt;br /&gt;
&lt;br /&gt;
Upon being slain, the Gilded Miser lets out a piercing screech. Its writhes in furious agony as its flesh begins to burn away (like vampires in many movies that &amp;quot;ash&amp;quot;) and molten gold spills from its gut all over the ground which lingers dangerously for a few seconds. As it burns into ash, the gold infused in its body scatters with the ash over the area and fades away while a golden skeleton shatters and crumbles into dust.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Gilded Miser is not a natural [[demon]] but instead an alchemical creation by a corrupted rogue [[Alchemist]]. The alchemist desired gold above all other things, and so he forbiddenly summoned a familiar imp to assist him. In his research, he insert a gold coin into the body of the imp and used powerful binding spells to connect the imps strength to that of gold. In doing so the imp became much more powerful than its demonkin: it gained power from having more gold near it by amplifying its natural magical energies. The imp twisted the mind of the alchemsit and convinced him to release it from his control. The imp then vivisected and carved the man into pieces. From the chunks of flesh the imp created newborn imps that were also attracted to gold. The imps escaped and live on to this day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The descendents of these imps live isolated from one another in different parts of the world. Their desire for gold drives them to acquire it in any way possible. They are not even truly loyal to the [[Burning Hells]] anymore, only the gold they seek. Normally, an imp's strength comes from its master who has enslaved. Losing its master deprives the creature of the majority of its strength. For this reason the typical imp is fairly weak on the mortal plane. However, the Gilded Miser retains some of its power through gold -no longer needing a master and allowing it free will. Their power grows as they collect more gold due to the bond they have with it. They even go as far as ingesting gold in order to guard it; the gold slowly dissolves in the hellfire acids of the stomachs and is inbedded into their flesh -giving it a mottled, golden color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These imps are not commonly seen due to their greedy nature which causes them to be isolationists. Greed keeps them from reproducing frequently -as their natural imp brothers do -because offspring would be a danger to the gold it has. Therefore their greed suppresses its need to reproduce. Only on the rare occasions that the sex drive overpowers does a Gilded Miser reproduce. Demon imps reproduce in various ways depending on the species: copulation, hive queen, or in this case hermaphroditically -without a partner. Locating a suitable host, the Miser kills and carves the flesh of the victim into pieces, then inserts a gold coin into each piece to pass on the gold-empowering bond. Through means still unknown the chunks of flesh become homonculi that grow into newborn imps. Afterwards, the parent abandons the newborns far from its den and returns to its hoarding. The more powerful breeds are rarely due to their ability to suppress their sex drive and reproduce less frequently. Nevertheless, their enhanced abilities more than make up for their low numbers.&lt;br /&gt;
&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
''Avarifer Aureolus'' is the scholarly name of the demon imp family, literally meaning &amp;quot;Gilded/Golden Greedbearer.&amp;quot; Of this type there are three subtypes:&lt;br /&gt;
&lt;br /&gt;
*Gilded Miser -the most common breed by which the entire species is often referred. This kind is fairly weak and lives for a short time.&lt;br /&gt;
&lt;br /&gt;
*Gilded Hoarder -a more powerful variety that is striped with gold from its years of hoarding. They tend to live longer and are faster and stronger than the Miser. After having consumed enchanted gold over time, it sometimes displays the ability to use the magic in the gold.&lt;br /&gt;
&lt;br /&gt;
*Gilded Mammon -the rarest and most powerful breed, it is extremely uncommon and unfortunate to encounter. The years of colleting have made it exceedingly faster and strong with numerous magical abilities. The skin is almost solid gold from its great avarice.&lt;br /&gt;
&lt;br /&gt;
==Offensive Abilities==&lt;br /&gt;
All breeds of the Gilded Greedbearer have razor-sharp claws that can rip through flesh. Misers typically have no magical abilities and so will attack in melee range. They also occasionally dealt substantial fire damage by vomiting molten gold onto its target. The more advanced breeds are more evasive and also have a random chance to gain additional abilities:&lt;br /&gt;
&lt;br /&gt;
*Hoarder -Can have a randonly assigned elemental enchantment: fire, cold, lightning, poison, arcane.&lt;br /&gt;
&lt;br /&gt;
*Mammon -Can have one randomly assigned elemental enchantment: fire, cold, lightning, poison, arcane. It will also have another monster modifier: another elemental enchantment, stoneskin, nightmarish, doppelganger, etc. It always has the ability to teleport.&lt;br /&gt;
&lt;br /&gt;
==Unique Monsters==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Plutus:Greed Incarnate&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plutus is the progenitor of Avarifer Aureolus. He was the original imp summoned by the alchemist and transformed into a Guilded Mammon. Named Plutus, after the god of wealth, he was meant to bring untold riches to his master; but he is not a god of giving, only taking. The powerful imp forefather is still rumored to exist somewhere on the mortal realm -though no mortal has seem him for centuries. It is said his flesh is dark, glimmering gold and his mystical abilties are unimaginable. His massive den is known by other imps as the &amp;quot;Vault of Mammon&amp;quot;, although no Gilded Miser dares attempt to steal from him and face his terrible fury.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Gilded Miser started as a simple monster idea to be used in the fan fiction [[Fan_fiction:Compendium of the Orue Agea]]. It has since been further developed with its own lore.&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gilded_Miser.jpg|Gilded Miser&lt;br /&gt;
Image:Gilded_Miser-uncolored.jpg|Gilded_Miser-uncolored&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;Refereces&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==References==&lt;br /&gt;
List of references to make the article. Internal or external links.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox|fan_monster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|fan_monster}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Kire&amp;diff=28285</id>
		<title>Kire</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Kire&amp;diff=28285"/>
				<updated>2011-02-24T22:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Kire''' is a Fan fiction writer that writes [[Fan fiction]] for the Diablo Community&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Kire is a fan of the Diablo series and awaits its arrival with anticipation. Not content with just waiting and watching, he creates his own classes, places, people and creatures and puts his ideas out there for others to enjoy.&lt;br /&gt;
&lt;br /&gt;
==Autobiography==&lt;br /&gt;
&lt;br /&gt;
Born in a small town in Arkansas, USA. He has a degree in English Lit with a concentration in Linguistics as well as a degree in Modern Languages. He speaks English, Spanish, and some French and German. He spends his time working and hanging with his friends or browsing the wiki WAITING FOR D3!&lt;br /&gt;
&lt;br /&gt;
==Works==&lt;br /&gt;
&lt;br /&gt;
This is a collection of Kire's work and ideas.&lt;br /&gt;
&lt;br /&gt;
* Fan fiction- [[Fan_fiction:The_Fall_of_Nightmares|The Fall of Nightmares]]&lt;br /&gt;
* Fan fiction- [[Fan_fiction:Compendium_of_the_Orue_Agea|Compendium of the Orue Agea]]&lt;br /&gt;
* Fan fiction- [[Fan_fiction:Return_of_the_Three|Return of the Three]]&lt;br /&gt;
* Fan monster- [[Fanmade:Gilded_Miser|The Gilded Miser]]&lt;br /&gt;
* Fan class- [[Fanmade:Alchemist|The Alchemist]]&lt;br /&gt;
* Fan skills- [[Alchemist Skills|Alchemist Skills]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&lt;br /&gt;
* [[Fan_creation|Fan creation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* [http://diablo.incgamers.com/forums/forumdisplay.php?f=8 Fan Fiction Forum]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=758723 The Fall of Nightmares]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=792309 Return of the Three]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=785408 Compendium of the Orue Agea]&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox|writer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fan fiction]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Gilded_Miser&amp;diff=28284</id>
		<title>Fanmade:Gilded Miser</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Gilded_Miser&amp;diff=28284"/>
				<updated>2011-02-24T20:09:58Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Created page with &amp;quot;The Gilded Miser is a rarely seen demon that spends its time guarding the treasures it accumulates. It is the sinister horned embodiment of greed, as all it cares about is gather...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gilded Miser is a rarely seen demon that spends its time guarding the treasures it accumulates. It is the sinister horned embodiment of greed, as all it cares about is gathering more gold. An unnatural abomination of man's greed, it is often a challenge to slay, although the rewards of doing so are usually worth the effort.&lt;br /&gt;
&lt;br /&gt;
{{fanmade|[[Kire|'''Kire''']].|monster|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Gilded_Miser.jpg&lt;br /&gt;
|portrait-width= 155px&lt;br /&gt;
|name= Gilded Miser&lt;br /&gt;
|bosstype= nonboss&lt;br /&gt;
|classif= Demon&lt;br /&gt;
&amp;lt;!--|family= Gilded Misers--&amp;gt;&lt;br /&gt;
|role= Unknown&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= Unknown&lt;br /&gt;
|armor= None&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= Claws&lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]] and [[Ranged]]&lt;br /&gt;
|speed= Unknown&lt;br /&gt;
|movement= Medium&lt;br /&gt;
|modifier= [[Kire|Kire]]&lt;br /&gt;
|found= Various areas&lt;br /&gt;
|catexclude=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gilded Miser closely resembles the traditional look of a demon imp and stands at no more than 3 feet (1 meter) tall. As its name implies, it is a greedy demon that collects gold selfishly. Its own body even has a tint of gold over various parts -especially the horns and claws. It stands on two legs when not moving but will hunch on all fours to run. Even though it may appear feral, it hides a cunning intellect that no adventurer should take lightly. Deadly jealous of its treasure, the Miser will attack any adventurer that approaches its den and continue attacking until the hero leaves the vicinity. The Gilded Miser can be difficult to kill without a decent strategy, but they are rarely found in any kind of group -preferring to remain isolated. Should a Gilded Miser be killed, search nearby for its den, as it will undoubtably contain valuable items and a sizable amount of gold.&lt;br /&gt;
&lt;br /&gt;
===Spawn Animation===&lt;br /&gt;
&lt;br /&gt;
Hidden within its den, the Gilded Miser will only emerge when an adventurer draws too close to it. It bursts suddenly from its hiding place with a vicious growl to attack.&lt;br /&gt;
&lt;br /&gt;
===Death Animation===&lt;br /&gt;
&lt;br /&gt;
Upon being slain, the Gilded Miser lets out a piercing screech. Its writhes in furious agony as its flesh begins to burn away (like vampires in many movies that &amp;quot;ash&amp;quot;) and molten gold spills from its gut all over the ground which lingers dangerously for a few seconds. As it burns into ash, the gold infused in its body scatters with the ash over the area and fades away while a golden skeleton shatters and crumbles into dust.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Gilded Miser is not a natural [[demon]] but instead an alchemical creation by a corrupted rogue [[Alchemist]]. The alchemist desired gold above all other things, and so he forbiddenly summoned a familiar imp to assist him. In his research, he insert a gold coin into the body of the imp and used powerful binding spells to connect the imps strength to that of gold. In doing so the imp became much more powerful than its demonkin: it gained power from having more gold near it by amplifying its natural magical energies. The imp twisted the mind of the alchemsit and convinced him to release it from his control. The imp then vivisected and carved the man into pieces. From the chunks of flesh the imp created newborn imps that were also attracted to gold. The imps escaped and live on to this day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The descendents of these imps live isolated from one another in different parts of the world. Their desire for gold drives them to acquire it in any way possible. They are not even truly loyal to the [[Burning Hells]] anymore, only the gold they seek. Normally, an imp's strength comes from its master who has enslaved. Losing its master deprives the creature of the majority of its strength. For this reason the typical imp is fairly weak on the mortal plane. However, the Gilded Miser retains some of its power through gold -no longer needing a master and allowing it free will. Their power grows as they collect more gold due to the bond they have with it. They even go as far as ingesting gold in order to guard it; the gold slowly dissolves in the hellfire acids of the stomachs and is inbedded into their flesh -giving it a mottled, golden color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These imps are not commonly seen due to their greedy nature which causes them to be isolationists. Greed keeps them from reproducing frequently -as their natural imp brothers do -because offspring would be a danger to the gold it has. Therefore their greed suppresses its need to reproduce. Only on the rare occasions that the sex drive overpowers does a Gilded Miser reproduce. Demon imps reproduce in various ways depending on the species: copulation, hive queen, or in this case hermaphroditically -without a partner. Locating a suitable host, the Miser kills and carves the flesh of the victim into pieces, then inserts a gold coin into each piece to pass on the gold-empowering bond. Through means still unknown the chunks of flesh become homonculi that grow into newborn imps. Afterwards, the parent abandons the newborns far from its den and returns to its hoarding. The more powerful breeds are rarely due to their ability to suppress their sex drive and reproduce less frequently. Nevertheless, their enhanced abilities more than make up for their low numbers.&lt;br /&gt;
&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
''Avarifer Aureolus'' is the scholarly name of the demon imp family, literally meaning &amp;quot;Gilded/Golden Greedbearer.&amp;quot; Of this type there are three subtypes:&lt;br /&gt;
&lt;br /&gt;
*Gilded Miser -the most common breed by which the entire species is often referred. This kind is fairly weak and lives for a short time.&lt;br /&gt;
&lt;br /&gt;
*Gilded Hoarder -a more powerful variety that is striped with gold from its years of hoarding. They tend to live longer and are faster and stronger than the Miser. After having consumed enchanted gold over time, it sometimes displays the ability to use the magic in the gold.&lt;br /&gt;
&lt;br /&gt;
*Gilded Mammon -the rarest and most powerful breed, it is extremely uncommon and unfortunate to encounter. The years of colleting have made it exceedingly faster and strong with numerous magical abilities. The skin is almost solid gold from its great avarice.&lt;br /&gt;
&lt;br /&gt;
==Offensive Abilities==&lt;br /&gt;
All breeds of the Gilded Greedbearer have razor-sharp claws that can rip through flesh. Misers typically have no magical abilities and so will attack in melee range. They also occasionally dealt substantial fire damage by vomiting molten gold onto its target. The more advanced breeds are more evasive and also have a random chance to gain additional abilities:&lt;br /&gt;
&lt;br /&gt;
*Hoarder -Can have a randonly assigned elemental enchantment: fire, cold, lightning, poison, arcane.&lt;br /&gt;
&lt;br /&gt;
*Mammon -Can have one randomly assigned elemental enchantment: fire, cold, lightning, poison, arcane. It will also have another monster modifier: another elemental enchantment, stoneskin, nightmarish, doppelganger, etc. It always has the ability to teleport.&lt;br /&gt;
&lt;br /&gt;
==Unique Monsters==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Plutus:Greed Incarnate&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plutus is the progenitor of Avarifer Aureolus. He was the original imp summoned by the alchemist and transformed into a Guilded Mammon. Named Plutus, after the god of wealth, he was meant to bring untold riches to his master; but he is not a god of giving, only taking. The powerful imp forefather is still rumored to exist somewhere on the mortal realm -though no mortal has seem him for centuries. It is said his flesh is dark, glimmering gold and his mystical abilties are unimaginable. His massive den is known by other imps as the &amp;quot;Vault of Mammon&amp;quot;, although no Gilded Miser dares attempt to steal from him and face his terrible fury.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Gilded Miser started as a simple monster idea to be used in the fan fiction [[Fan_fiction:Compendium of the Orue Agea]]. It has since been further developed with its own lore.&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gilded_Miser.jpg|Gilded Miser&lt;br /&gt;
Image:Gilded_Miser-uncolored.jpg|Gilded_Miser-uncolored&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;Refereces&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==References==&lt;br /&gt;
List of references to make the article. Internal or external links.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox|fan_monster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|fan_monster}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=File:Gilded_Miser-uncolored.jpg&amp;diff=28282</id>
		<title>File:Gilded Miser-uncolored.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=File:Gilded_Miser-uncolored.jpg&amp;diff=28282"/>
				<updated>2011-02-24T19:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Fan-monster Artwork2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fan-monster Artwork2&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=File:Gilded_Miser.jpg&amp;diff=28281</id>
		<title>File:Gilded Miser.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=File:Gilded_Miser.jpg&amp;diff=28281"/>
				<updated>2011-02-24T19:29:05Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Fan-monster Artwork&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fan-monster Artwork&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Alchemist_Skills&amp;diff=26674</id>
		<title>Alchemist Skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Alchemist_Skills&amp;diff=26674"/>
				<updated>2011-01-01T20:20:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Alchemist]] skills cover a range of abilities to both boost his own stats and damage and debilitate his enemies. They are the result of years of research and dedication, and reflect his progress in the Great Work. He is neither a destructive spell-slinger like the [[Wizard]] nor a undead dealing, terror-inducing [[Witch Doctor]]. Instead, he is calm and precise, manuvering and manipulating his enemies to his advantage. He is stronger than the other spell casters, and can use physical weapons if needed to finish off incapacitated enemies. The majority of his skills are short-ranged, requiring him to be closer to his enemies than a typical mage in order to affect them. He also possesses skills that allow him to shape-shift to better benefit him.&lt;br /&gt;
&lt;br /&gt;
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. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.&lt;br /&gt;
&lt;br /&gt;
==Tier 1 Skills==&lt;br /&gt;
&lt;br /&gt;
===Brimstone===&lt;br /&gt;
&lt;br /&gt;
No damage. The Alchemist throws a vial at his feet to release a billowing yellow cloud of sulphur that lingers for a few seconds to blind and drive enemies away. Good for escaping a tight situation.&lt;br /&gt;
*'''Description''' -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds. &lt;br /&gt;
**'''Next level''' - Increases ranged of cloud and duration of blinding/fleeing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Cloud changes into a stream that flows in the direction casted for X yards.&lt;br /&gt;
** 2. Fiery brimstone rains down on selected target to deal X fire damage.&lt;br /&gt;
** 3. The cloud follows the alchemist, leaving a wake of sulfur for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Quicksilver===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*'''Description''' -Extends a spike of liquid metal to damage enemies in its line of effect. Deals X physical damage.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases range and damage of tendril by X%&lt;br /&gt;
** 2. Skill becomes protective circle that automatically attacks nearby enemies X number of times for 1/2 the normal damage.&lt;br /&gt;
** 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.&lt;br /&gt;
** 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Salt Acids===&lt;br /&gt;
&lt;br /&gt;
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. A momentary spasm is all that's needed to escape an enemy for finish him off. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and chance to spasm.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies can become charged; deals lightning damage to enemies within X yards for Y seconds.&lt;br /&gt;
** 2. Living and slain enemies can become charged; deals lightning damage to other enemies within X yards for Y seconds.&lt;br /&gt;
&lt;br /&gt;
==Tier 2 Skills==&lt;br /&gt;
&lt;br /&gt;
===Black Powder===&lt;br /&gt;
&lt;br /&gt;
Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.&lt;br /&gt;
*'''Description''' -Explodes in direction casted to deal X fire and physical damage and deal knockback.&lt;br /&gt;
**'''Next level''' -Increases damage and knockback amount.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Lengthens the blast range by X yards.&lt;br /&gt;
** 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.&lt;br /&gt;
** 3. Enemies slain by the blast do not immediately die but instead become walking time bombs that do not attack but explode after 3-5 seconds to deal the same damage to enemies within X yards.&lt;br /&gt;
&lt;br /&gt;
===Drug of Nepenthe===&lt;br /&gt;
&lt;br /&gt;
Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.&lt;br /&gt;
*'''Description''' -Lobs potion at target to deal X cold damage and lower enemies' precision by Y% for Z seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and reduction of precision.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Vial hovers over selected enemy and pours its potion onto it, even following it for X seconds.&lt;br /&gt;
** 2. Vial leaves trail of potion during flight, increases ranged of cloud by X yards.&lt;br /&gt;
** 3. Caster and allies' weapons can become imbued, dealing cold damage and precision reduction effect for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Noxious Miasma===&lt;br /&gt;
&lt;br /&gt;
Poison damage. Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies in front of him with a deadly toxin that lasts for a long time.  Most effective when in tight areas where enemies are close to each other to maximize the number of enemies affected by the poison.&lt;br /&gt;
&lt;br /&gt;
*'''Description''' -Expel a cloud for X yards of gases that deal Y poison damage over Z seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and range of cloud.&lt;br /&gt;
*'''''Lore''' -Sickness is the result of the miasmas, the bad air, that infects and corrupts living things. An alchemist can bottle this air to release later and infect enemies when necessary with an extremely potent poison. The insidious toxic slowly eats away at their insides over time.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies carry cloud, without being harmed, and infect nearby enemies for X seconds.&lt;br /&gt;
** 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.&lt;br /&gt;
** 3. Poisoned enemies can infect secondary enemies within X yards through contact, though secondary poisonings only last until the original poison duration ends.&lt;br /&gt;
&lt;br /&gt;
==Tier 3 Skills==&lt;br /&gt;
&lt;br /&gt;
===Boiling Tar===&lt;br /&gt;
&lt;br /&gt;
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. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.&lt;br /&gt;
*'''Description''' -Launch a bottle of tar over an area of X yards that deals Y fire damage and slows enemies by Z%.&lt;br /&gt;
**'''Next level''' -Increases area of effect, damage, and slowing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to laying X number of traps that explode tar in area of effect when enemies approach.&lt;br /&gt;
** 2. Increases the fire damage and decreases the slowing effect by X%, changes to a napalm-like attack.&lt;br /&gt;
&lt;br /&gt;
===Metamorphosis Serum===&lt;br /&gt;
&lt;br /&gt;
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. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.&lt;br /&gt;
*'''Description''' -Strike a nearby enemy and takes its form for X seconds. Other enemies no longer attack.&lt;br /&gt;
**'''Next level''' -Increases duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Attacked enemy takes the Alchemist's form and attracts enemy attacks for X seconds.&lt;br /&gt;
** 2. Enemies of the same type as your form become enraged and attack other enemies with X% increases damage.&lt;br /&gt;
&lt;br /&gt;
===Wandering Wisp===&lt;br /&gt;
&lt;br /&gt;
Cold damage. The Alchemist calls forth a gaseous spirit that circles him until an enemy approaches. It attacks to drain the warmth from his enemies, chilling them and leaving them less resistant to the elements. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage, duration of wisp, amount of elemental resistance reduction.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Casts X number of wisps.&lt;br /&gt;
** 2. Wisp steals X% resource for the Alchemist per second.&lt;br /&gt;
** 3. Summons larger wisp able to attack all enemies in X yards.&lt;br /&gt;
** 4. Wisp homes in on targeted enemy.&lt;br /&gt;
&lt;br /&gt;
==Tier 4 Skills==&lt;br /&gt;
&lt;br /&gt;
===Petrify===&lt;br /&gt;
&lt;br /&gt;
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. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks. This slowing effect can be used on a single enemy up to three times and will completely immobilize it if slowed enough.&lt;br /&gt;
*'''Description''' -Blasts an enemy with sand to turn parts of it to stone; deals X arcane damage, slows it by Y% but reduces the physical damage it takes by 25%, lasts for Z seconds. Slowing effect can be stacked up to 3 times.&lt;br /&gt;
**'''Next level''' -Increases the damage, slowing effect, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Completely petrified enemies repel other enemies for X yards.&lt;br /&gt;
** 2. Skill changes to stony stare that affects any target directly looked at, lasts X seconds.&lt;br /&gt;
&lt;br /&gt;
===Earth Embodiment===&lt;br /&gt;
&lt;br /&gt;
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. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.&lt;br /&gt;
**'''Description''' -Summons a earth spirit to change your form, increases attack damage and armor by X% for Y seconds.&lt;br /&gt;
*'''Next level''' -Increases damage, armor, and duration.&lt;br /&gt;
*'''''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?''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Adds AoE attack that damages all enemies within X yards.&lt;br /&gt;
** 2. Adds X damage over Y seconds poison damage.&lt;br /&gt;
** 3. Form doesn't attack multiple enemies, focuses on one with X% increased damage and stun effect for 3 seconds.&lt;br /&gt;
** 4. Increases the armor and maximum life by X%.&lt;br /&gt;
&lt;br /&gt;
===Wind Tutelary===&lt;br /&gt;
&lt;br /&gt;
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. Good for putting some distance between you and the enemy while dealing some damage at the same time.&lt;br /&gt;
*'''Description''' -Summons a wind spirit in front of you as a guard, deals X lightning damage and knockback, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases lightning damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Elemental deals X% more lightning damage without knockback, creates blast of Y% lightning damage upon dispelling.&lt;br /&gt;
** 2. Skill changes to caster being imbued with lightning damage and knockback effect for X seconds, increases speed by Y%.&lt;br /&gt;
** 3. Increases ranged of whirlwind and amount of knockback.&lt;br /&gt;
** 4. Elemental can reflect ranged physical and magical attacks back at attackers.&lt;br /&gt;
&lt;br /&gt;
===Life-force Extract===&lt;br /&gt;
&lt;br /&gt;
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. This does great for hitting distant, evasive enemies and for low-health emergencies.&lt;br /&gt;
*'''Description''' -Fires a magical missile that deals X arcane damage, returns Y% of dealt damage to caster as health.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill creates AoE blast that affects multiple enemies.&lt;br /&gt;
** 2. Missile homes in on selected enemy, has X% greater chance of critical strike.&lt;br /&gt;
&lt;br /&gt;
==Tier 5 Skills==&lt;br /&gt;
&lt;br /&gt;
===Combustion===&lt;br /&gt;
&lt;br /&gt;
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. A fire-and-forget skill that also gives you a temporary ally.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. The enemy leaves a wake of fire as it moves, the elemental explodes upon dispelling to deal X fire damage.&lt;br /&gt;
** 2. An X number of fire elementals leave body when enemy dies, attack other enemies for Y seconds.&lt;br /&gt;
** 3. Skill changes to caster or ally becoming imbued with X% fire damage and aura that deals fire damage per second within Y yards.&lt;br /&gt;
&lt;br /&gt;
===Tonic of Sufferance===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*'''Description''' -Drinks a tonic that reduces damage taken and duration of debuffs by X% for Y seconds at the cost of Z% of health.&lt;br /&gt;
**'''Next level''' -Increases duration and reduction of damage taken/debuffs.&lt;br /&gt;
*'''''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.'' &lt;br /&gt;
*'''Rune Effects'''&lt;br /&gt;
** 1. Creates wave for X yards that shares buff with allies at the same health cost.&lt;br /&gt;
&lt;br /&gt;
===Invoke the Deluge===&lt;br /&gt;
&lt;br /&gt;
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. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.&lt;br /&gt;
*'''Description''' -Summons a water spirit to change your form, allows quick unrestricted movement and deals X cold damage to enemies in path for Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to single ranged attack that smashes onto target location in a powerful burst of water, deals X additional physical damage.&lt;br /&gt;
** 2. Increases the cold damage by X%, selected enemies are frozen in shell of ice for Y seconds.&lt;br /&gt;
** 3. Skill changes to watery armor that reduced elemental damage take by X and enables Y health regeneration over Z seconds.&lt;br /&gt;
&lt;br /&gt;
==Tier 6 Skills==&lt;br /&gt;
&lt;br /&gt;
===Astral Chaos===&lt;br /&gt;
&lt;br /&gt;
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. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.&lt;br /&gt;
*'''Description''' -Casts a field that drains resources by X% per seconds, negates special abilites, lowers casting rate and lowers magical resistance by Y%. Extends Z yards.&lt;br /&gt;
**'''Next level''' -Increases resource drain, and magical resistance reduction.&lt;br /&gt;
*'''''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. &lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Restores X% resource per second for each enemy within the field.&lt;br /&gt;
** 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.&lt;br /&gt;
** 3. Increases range of field by X%.&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
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. Provides you a distraction that tanks for you and adds a little more damage against an enemy.&lt;br /&gt;
*'''Description''' -Slashes enemy to create shade of enemy to attack with X% attack damage of original, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases percent of original's attack damage, duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.&lt;br /&gt;
** 2. Shade attacks with lightning damage.&lt;br /&gt;
** 3. Shade attacks with arcane damage.&lt;br /&gt;
&lt;br /&gt;
===Fuming Oil===&lt;br /&gt;
&lt;br /&gt;
''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. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.&lt;br /&gt;
*'''Description''' -Tosses a rolling bottle of deadly acid that deals X ''unknown damage'' along path and travels Y yards, lowers enemy attack damage and armor by Z% for W seconds.&lt;br /&gt;
**'''Next level''' -Increases damage, reduction of attack damage and armor, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Skill changes to caster and allies becoming imbued with ''unknown'' damage, dealing damage and armor reduction effect over X seconds.&lt;br /&gt;
** 2. Skill no longer passes through enemies, explodes in AoE for X yards, pool of acid lingers on ground for Y seconds.&lt;br /&gt;
** 3. Skill has X% chance of multiplying into three bottles that spread out.&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
&lt;br /&gt;
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. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.&lt;br /&gt;
*'''Description''' -Connects your mind with an enemy's, enemy receives X% of the physical damage you take from all sources, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage shared and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill also reflects elemental and magical damage as well.&lt;br /&gt;
** 2. Skill changes to AoE, able to affect multiple enemies.&lt;br /&gt;
** 3. Enemy under the effect receives X% more damage from its own attacks.&lt;br /&gt;
** 4. Enemy stores damage instead of receiving it, releases damage as wave for X yards to nearby enemies after effect dispels.&lt;br /&gt;
&lt;br /&gt;
==Tier 7 Skills==&lt;br /&gt;
&lt;br /&gt;
===Sacred Molecule===&lt;br /&gt;
&lt;br /&gt;
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. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases range and damage of blast and damage of particles.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases the damage and range of initial blast by X%, decreases number of particles.&lt;br /&gt;
** 2. Multiplies the number of particles by X.&lt;br /&gt;
** 3. Particles home in on nearby enemies.&lt;br /&gt;
&lt;br /&gt;
===Transfiguration===&lt;br /&gt;
&lt;br /&gt;
No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.&lt;br /&gt;
*'''Description''' -Changes you into an energy being, increases spell damage by X% and magical resistance by Y%, lasts Z seconds.&lt;br /&gt;
**'''Next level''' -Increases spell damage, magical resistance, duration of form.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Increases spells' critical strike damage by X%.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] -main fanclass page.&amp;lt;br&amp;gt;[[Former Alchemist Skills]] -skills from earlier drafts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Fan classes]]&lt;br /&gt;
[[Category:Fan skills]]&lt;br /&gt;
[[Category:Alchemist]]&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26673</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26673"/>
				<updated>2011-01-01T19:46:05Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Alchemist''' is mainly a [[caster]] hybrid class. He (much like his female counterpart) is a 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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
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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. The name by which we refer to them, 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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. 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.&lt;br /&gt;
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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 forward to study the strange occurrences 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.&lt;br /&gt;
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===Male Alchemist Background===&lt;br /&gt;
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The Alchemist is considered to be primarily male, just as the [[Barbarian]] is first seen male, the [[Witch Doctor]] male, the [[Wizard]] female, the [[Monk]] male, and the [[Demon Hunter]] female. The background for the male version of the Alchemist is further detailed:&lt;br /&gt;
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Beginning as a lonely street urchin in [[Ureh]], this young boy survived on his resourcefulness and creativity from a young age. As he grew into a young adult, he began to work as an assistant to local apothecaries, where he found particular skill in potion work. Eventually, he set out on his own to [[Caldeum]] in hopes of studying more alchemy and magical arts with the [[Vizjerei]] but was rejected for not possessing sufficient magical talent. He desperately attempted to survive by joining the military of the city as soldier and medic, being fairly decent with a blade, but was again refused by the elitist commanders. Distraught, he wandered in search of more instruction until he was forced to live as an urchin again in Caldeum, making meager potions to sell for his livelihood. It was then at his darkest time that he was discovered by a passing alchemist of the Orue Agea who took him to his home city of Melatras. &lt;br /&gt;
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There, he was amazed at the feeling of the scholars of various fields: many possessed little magical ability but were still masters of their arts. He apprenticed to a master alchemist and spent several years learning the precise and delicate art of alchemy. Over time the young alchemist mastered not only potion-making but also the philosophical nature of existence and the spirits that dwell within the elements. In his pursuit of the Great Work, he mastered techniques that allowed him to alter fundamental matter and even shift his form. He was taught humility, patience, and bravery during his time with the Orue Agea. Although he never did have the traditional magical prowess necessary to study in other mage clans, he came to be adept in his own arts. &lt;br /&gt;
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Now a man in his late twenties, he has finished his apprenticeship and learned all he can from his master. Curious of the apothecaries' techniques in the West, he set out on a journey across [[Khanduras]] as far as [[Westmarch]] to learn from fellow alchemists. Unfortunately, his expedition has been interrupted by the streaking fire falling from the sky. Filled with wonder over this event, he makes his way to [[New Tristram]] to decipher the meaning of this strange occurrence, for he senses an unnatural chaos in this fiery harbinger.&lt;br /&gt;
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-The female Alchemist background has not been completed.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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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 short-ranged [[caster]] 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. However, he is a stronger physical fighter than the Wizard or Witch doctor and is quite skilled with a sword -a necessary ability as the Alchemist is typically very close to the fight to use his skills. 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.&lt;br /&gt;
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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 slight 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.&lt;br /&gt;
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===Resource System===&lt;br /&gt;
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[[Image:Squared-Circle.jpg|thumb|100px75px|The Squared Circle.]]&lt;br /&gt;
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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 will 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. More needs to be understood about the canonical resources in order to design an appropriate, unique system that encourages gameplay befitting an alchemist. The way of the Great Work can be seen in the symbol of the Orue Agea to the right, called the &amp;quot;Squared Circle&amp;quot;.&lt;br /&gt;
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Representing the whole philosophy of the Alchemists, the Squared Circle moves inward and carries multiple layers of meaning:&lt;br /&gt;
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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.&lt;br /&gt;
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'''The Foundation Triangle'''– The three fundamental substances of the first matter that arise for the Chaos:&lt;br /&gt;
:'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
:'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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:*''Each magical element has its own patron in alchemic lore:''&lt;br /&gt;
::'''Vulken of Fire''' -The Forger&lt;br /&gt;
::'''Enquirre of Water''' -The Artist&lt;br /&gt;
::'''Hermothes of Air''' -The Traveler&lt;br /&gt;
::'''Agathaea of Earth''' -The Healer&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, mind &amp;amp; body, physical &amp;amp; ethereal.&lt;br /&gt;
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'''The Inner Circle'''– The Order of existence, which bonds all things together and gives rise to life. It is perfection.&lt;br /&gt;
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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 using his connection to magical energy to manipulate the chaos that hides everywhere and use it to craft more complex substances 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 powers of order. My personal liking is for something akin to '''&amp;quot;Focus&amp;quot;''', as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development. For this reason the costs of the skills has not been listed yet.&lt;br /&gt;
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==Skills &amp;amp; Traits==&lt;br /&gt;
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Main article:  [[Alchemist Skills]]&lt;br /&gt;
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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. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.&lt;br /&gt;
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Brief descriptions of each skill appear below.&lt;br /&gt;
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===Tier 1 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Brimstone&amp;lt;/u&amp;gt;:''' No damage. The Alchemist throws a vial at his feet to release a billowing yellow cloud of sulfur lingers for a few seconds to blind and drive enemies away. Good for escaping a tight situation.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Quicksilver&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Salt Acids&amp;lt;/u&amp;gt;:''' 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. A momentary spasm is all that's needed to escape an enemy for finish him off. &lt;br /&gt;
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===Tier 2 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Black Powder&amp;lt;/u&amp;gt;:''' Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Drug of Nepenthe&amp;lt;/u&amp;gt;:''' Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Noxious Miasma&amp;lt;/u&amp;gt;:''' Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies in front of him with a deadly toxin that lasts for a long time.  Most effective when in tight areas where enemies are close to each other to maximize the number of enemies affected by the poison.&lt;br /&gt;
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===Tier 3 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Boiling Tar&amp;lt;/u&amp;gt;:''' 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. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Metamorphosis Serum&amp;lt;/u&amp;gt;:''' 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. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Wandering Wisp&amp;lt;/u&amp;gt;:''' Cold damage. The Alchemist calls forth a gaseous spirit that circles him until an enemy approaches. It attacks to drain the warmth from his enemies, chilling them and leaving them less resistant to the elements. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill. &lt;br /&gt;
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===Tier 4 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Petrify&amp;lt;/u&amp;gt;:''' 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. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks. This slowing effect can be used on a single enemy up to three times and will completely immobilize it if slowed enough.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Earth Embodiment&amp;lt;/u&amp;gt;:''' 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. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Wind Tutelary&amp;lt;/u&amp;gt;:''' 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. Good for putting some distance between you and the enemy while dealing some damage at the same time.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Life-force Extract&amp;lt;/u&amp;gt;:''' 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. This does great for hitting distant, evasive enemies and for low-health emergencies.&lt;br /&gt;
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===Tier 5 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Combustion&amp;lt;/u&amp;gt;:''' 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. A fire-and-forget skill that also gives you a temporary ally.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Tonic of Sufferance&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Invoke the Deluge&amp;lt;/u&amp;gt;:''' 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. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.&lt;br /&gt;
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===Tier 6 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Astral Chaos&amp;lt;/u&amp;gt;:''' 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. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Doppelganger&amp;lt;/u&amp;gt;:''' 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. Provides you a distraction that tanks for you and adds a little more damage against an enemy.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Fuming Oil&amp;lt;/u&amp;gt;:''' ''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. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Empathy&amp;lt;/u&amp;gt;:''' 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. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.&lt;br /&gt;
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===Tier 7 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Sacred Molecule&amp;lt;/u&amp;gt;:''' -Arcane damage. The Alchemist crafts a glowing molecule of energy in his hands that he detonates in a brilliant explosion of light. Magical particles radiate chaotically outward from the blast, penetrating enemies and obstacles. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Transfiguration&amp;lt;/u&amp;gt;:''' No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.&lt;br /&gt;
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===Traits===&lt;br /&gt;
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Even though the [[trait]] system is relatively new, I have thought of some alchemist-specific traits:&lt;br /&gt;
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* Lingering Aftereffects –Increases duration of effects and debuffs by X%&lt;br /&gt;
* Order and Equilibrium –Increase arcane resistance and health regeneration by X&lt;br /&gt;
* Philosopher’s Stone –Increases Life and gold find by X%&lt;br /&gt;
* Balanced Humors –Increases elemental resistances by X&lt;br /&gt;
* Potent Catalyst –Increases damage of critical strike by X%&lt;br /&gt;
* Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%&lt;br /&gt;
* Practiced Hand –Increases Attack by X% amount of Precision (under revision)&lt;br /&gt;
* Enhanced Formula – Affects resource in some way (unfinished)&lt;br /&gt;
* Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%&lt;br /&gt;
* Execute and Recover –Increases casting speed and lowers cooldown period by X%&lt;br /&gt;
* Infused Potential –Base spell damage increases weapon damage by X% for Y seconds&lt;br /&gt;
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==Leveling-Up Effects==&lt;br /&gt;
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(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)&lt;br /&gt;
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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 occurrence 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.&lt;br /&gt;
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-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
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==Development==&lt;br /&gt;
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July '09 -The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accommodate 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.&lt;br /&gt;
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&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
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&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
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March '10 -The Skill system has been completely redesigned. The trees have been completed.&lt;br /&gt;
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December '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.&lt;br /&gt;
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* I'd like to give credit to  '''Tritonus''' for his suggestions on an alchemist that has a slight Jekyl-Hyde/Dr. Frankenstein feel to it that possesses focus on shapeshifting.&lt;br /&gt;
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==Media==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|an Alchemist with a heavier armor look - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees (now obsolete).&lt;br /&gt;
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My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
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==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
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{{Fan creation navbox|fan_class}}&lt;br /&gt;
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{{Class navbox|fan_class}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Alchemist_Skills&amp;diff=26669</id>
		<title>Alchemist Skills</title>
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				<updated>2010-12-30T22:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
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&lt;div&gt;The [[Alchemist]] skills cover a range of abilities to both boost his own stats and damage and debilitate his enemies. They are the result of years of research and dedication, and reflect his progress in the Great Work. He is neither a destructive spell-slinger like the [[Wizard]] nor a undead dealing, terror-inducing [[Witch Doctor]]. Instead, he is calm and precise, manuvering and manipulating his enemies to his advantage. He is stronger than the other spell casters, and can use physical weapons if needed to finish off incapacitated enemies. He also possesses skills that allow him to shape-shift to better benefit him.&lt;br /&gt;
&lt;br /&gt;
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. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.&lt;br /&gt;
&lt;br /&gt;
==Tier 1 Skills==&lt;br /&gt;
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===Brimstone===&lt;br /&gt;
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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.&lt;br /&gt;
*'''Description''' -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds. &lt;br /&gt;
**'''Next level''' - Increases ranged of cloud and duration of blinding/fleeing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Cloud changes into a stream that flows in the direction casted for X yards.&lt;br /&gt;
** 2. Fiery brimstone rains down on selected target to deal X fire damage.&lt;br /&gt;
** 3. The cloud follows the alchemist, leaving a wake of sulfur for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Quicksilver===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*'''Description''' -Extends a spike of liquid metal to damage enemies in its line of effect. Deals X physical damage.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases range and damage of tendril by X%&lt;br /&gt;
** 2. Skill becomes protective circle that automatically attacks nearby enemies X number of times.&lt;br /&gt;
** 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.&lt;br /&gt;
** 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Salt Acids===&lt;br /&gt;
&lt;br /&gt;
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. A momentary spasm is all that's needed to escape an enemy for finish him off. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and chance to spasm.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies can become charged; deals lightning damage to enemies within X yards for Y seconds.&lt;br /&gt;
** 2. Living and slain enemies can become charged; deals lightning damage to other enemies within X yards for Y seconds.&lt;br /&gt;
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==Tier 2 Skills==&lt;br /&gt;
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===Black Powder===&lt;br /&gt;
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Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.&lt;br /&gt;
*'''Description''' -Explodes in direction casted to deal X fire and physical damage and deal knockback.&lt;br /&gt;
**'''Next level''' -Increases damage and knockback amount.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Lengthens the blast range by X yards.&lt;br /&gt;
** 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.&lt;br /&gt;
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===Drug of Nepenthe===&lt;br /&gt;
&lt;br /&gt;
Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.&lt;br /&gt;
*'''Description''' -Lobs potion at target to deal X cold damage and lower enemies' precision by Y% for Z seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and reduction of precision.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Vial hovers over selected enemy and pours its potion onto it, even following it for X seconds.&lt;br /&gt;
** 2. Vial leaves trail of potion during flight, increases ranged of cloud by X yards.&lt;br /&gt;
** 3. Caster and allies' weapons can become imbued, dealing cold damage and precision reduction effect for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Noxious Miasma===&lt;br /&gt;
&lt;br /&gt;
Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies with a deadly toxin. The poisoned enemies can infect secondary enemies through contact, though secondary poisonings only last until the original poison duration ends. Most effective when in tight areas where enemies are close to each other to maximize the spread effect of the poison.&lt;br /&gt;
*'''Description''' -Expel a cloud of gases that deal X poison damage over Y seconds, spreads through contact to enemies within Z yards.&lt;br /&gt;
**'''Next level''' -Increases damage and range of infectiousness.&lt;br /&gt;
*'''''Lore''' -Sickness 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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies carry infection, without being harmed, and can pass it to nearby enemies for X seconds.&lt;br /&gt;
** 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.&lt;br /&gt;
&lt;br /&gt;
==Tier 3 Skills==&lt;br /&gt;
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===Boiling Tar===&lt;br /&gt;
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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. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.&lt;br /&gt;
*'''Description''' -Launch a bottle of tar over an area of X yards that deals Y fire damage and slows enemies by Z%.&lt;br /&gt;
**'''Next level''' -Increases area of effect, damage, and slowing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to laying X number of traps that explode tar in area of effect when enemies approach.&lt;br /&gt;
** 2. Increases the fire damage and decreases the slowing effect by X%, changes to a napalm-like attack.&lt;br /&gt;
&lt;br /&gt;
===Metamorphosis Serum===&lt;br /&gt;
&lt;br /&gt;
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. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.&lt;br /&gt;
*'''Description''' -Strike a nearby enemy and takes its form for X seconds. Other enemies no longer attack.&lt;br /&gt;
**'''Next level''' -Increases duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Attacked enemy takes the Alchemist's form and attracts enemy attacks for X seconds.&lt;br /&gt;
** 2. Enemies of the same type as your form become enraged and attack other enemies with X% increases damage.&lt;br /&gt;
&lt;br /&gt;
===Wandering Wisp===&lt;br /&gt;
&lt;br /&gt;
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. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage, duration of wisp, amount of elemental resistance reduction.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Casts X number of wisps.&lt;br /&gt;
** 2. Wisp steals X% resource for the Alchemist per second.&lt;br /&gt;
** 3. Summons larger wisp able to attack all enemies in X yards.&lt;br /&gt;
** 4. Wisp homes in on targeted enemy.&lt;br /&gt;
&lt;br /&gt;
==Tier 4 Skills==&lt;br /&gt;
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===Petrify===&lt;br /&gt;
&lt;br /&gt;
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. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks.&lt;br /&gt;
*'''Description''' -Blasts an enemy with sand to turn parts of it to stone; deals X arcane damage, slows it by Y% but reduces the physical damage it takes by 25%, lasts for Z seconds. Slowing effect can be stacked up to 3 times.&lt;br /&gt;
**'''Next level''' -Increases the damage, slowing effect, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Completely petrified enemies repel other enemies for X yards.&lt;br /&gt;
** 2. Skill changes to stony stare that affects any target directly looked at, lasts X seconds.&lt;br /&gt;
&lt;br /&gt;
===Earth Embodiment===&lt;br /&gt;
&lt;br /&gt;
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. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.&lt;br /&gt;
**'''Description''' -Summons a earth spirit to change your form, increases attack damage and armor by X% for Y seconds.&lt;br /&gt;
*'''Next level''' -Increases damage, armor, and duration.&lt;br /&gt;
*'''''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?''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Adds AoE attack that damages all enemies within X yards.&lt;br /&gt;
** 2. Adds X damage over Y seconds poison damage.&lt;br /&gt;
** 3. Form doesn't attack multiple enemies, focuses on one with X% increased damage and stun effect for 3 seconds.&lt;br /&gt;
** 4. Increases the armor and maximum life by X%.&lt;br /&gt;
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===Wind Tutelary===&lt;br /&gt;
&lt;br /&gt;
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. Good for putting some distance between you and the enemy while dealing some damage at the same time.&lt;br /&gt;
*'''Description''' -Summons a wind spirit in front of you as a guard, deals X lightning damage and knockback, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases lightning damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Elemental deals X% more lightning damage without knockback, creates blast of Y% lightning damage upon dispelling.&lt;br /&gt;
** 2. Skill changes to caster being imbued with lightning damage and knockback effect for X seconds, increases speed by Y%.&lt;br /&gt;
** 3. Increases ranged of whirlwind and amount of knockback.&lt;br /&gt;
** 4. Elemental can reflect ranged physical and magical attacks back at attackers.&lt;br /&gt;
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===Life-force Extract===&lt;br /&gt;
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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. This does great for hitting distant, evasive enemies and for low-health emergencies.&lt;br /&gt;
*'''Description'' -Fires a magical missile that deals X arcane damage, returns Y% of dealt damage to caster as health.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill creates AoE blast that affects multiple enemies.&lt;br /&gt;
** 2. Missile homes in on selected enemy, has X% greater chance of critical strike.&lt;br /&gt;
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==Tier 5 Skills==&lt;br /&gt;
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===Combustion===&lt;br /&gt;
&lt;br /&gt;
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. A fire-and-forget skill that also gives you a temporary ally.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. The enemy leaves a wake of fire as it moves, the elemental explodes upon dispelling to deal X fire damage.&lt;br /&gt;
** 2. An X number of fire elementals leave body when enemy dies, attack other enemies for Y seconds.&lt;br /&gt;
** 3. Skill changes to caster or ally becoming imbued with X% fire damage and aura that deals fire damage per second within Y yards.&lt;br /&gt;
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===Tonic of Sufferance===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*'''Description''' -Drinks a tonic that reduces damage taken and duration of debuffs by X% for Y seconds at the cost of Z% of health.&lt;br /&gt;
**'''Next level''' -Increases duration and reduction of damage taken/debuffs.&lt;br /&gt;
*'''''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.'' &lt;br /&gt;
*'''Rune Effects'''&lt;br /&gt;
** 1. Creates wave for X yards that shares buff with allies at the same health cost.&lt;br /&gt;
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===Invoke the Deluge===&lt;br /&gt;
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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. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.&lt;br /&gt;
*'''Description''' -Summons a water spirit to change your form, allows quick unrestricted movement and deals X cold damage to enemies in path for Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to single ranged attack that smashes onto target location in a powerful burst of water, deals X additional physical damage.&lt;br /&gt;
** 2. Increases the cold damage by X%, selected enemies are frozen in shell of ice for Y seconds.&lt;br /&gt;
** 3. Skill changes to watery armor that reduced elemental damage take by X and enables Y health regeneration over Z seconds.&lt;br /&gt;
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==Tier 6 Skills==&lt;br /&gt;
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===Astral Chaos===&lt;br /&gt;
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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. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.&lt;br /&gt;
*'''Description''' -Casts a field that drains resources by X% per seconds, negates special abilites, lowers casting rate, and lowers magical resistance by Y%.&lt;br /&gt;
**'''Next level''' -Increases range of field, resource drain, and magical resistance reduction.&lt;br /&gt;
*'''''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. &lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Restores X% resource per second for each enemy within the field.&lt;br /&gt;
** 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
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. Provides you a distraction that tanks for you and adds a little more damage against an enemy.&lt;br /&gt;
*'''Description''' -Slashes enemy to create shade of enemy to attack with X% attack damage of original, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases percent of original's attack damage, duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Shade continues to survive for X seconds after the death of the original.&lt;br /&gt;
** 2. Shade attacks with lightning damage.&lt;br /&gt;
** 3. Shade attacks with arcane damage.&lt;br /&gt;
** 4. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Fuming Oil===&lt;br /&gt;
&lt;br /&gt;
''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. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.&lt;br /&gt;
*'''Description''' -Tosses a rolling bottle of deadly acid that deals X ''unknown damage'' along path and travels Y yards, lowers enemy attack damage and armor by Z% for W seconds.&lt;br /&gt;
**'''Next level''' -Increases damage, reduction of attack damage and armor, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Skill changes to caster and allies becoming imbued with ''unknown'' damage, dealing damage and armor reduction effect over X seconds.&lt;br /&gt;
** 2. Skill no longer passes through enemies, explodes in AoE for X yards, pool of acid lingers on ground for Y seconds.&lt;br /&gt;
** 3. Skill has X% chance of multiplying into three bottles that spread out.&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
&lt;br /&gt;
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. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.&lt;br /&gt;
*'''Description''' -Connects your mind with an enemy's, enemy receives X% of the physical damage you take from all sources, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage shared and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill also reflects elemental and magical damage as well.&lt;br /&gt;
** 2. Skill changes to AoE, able to affect multiple enemies.&lt;br /&gt;
** 3. Enemy under the effect receives X% more damage from its own attacks.&lt;br /&gt;
** 4. Enemy stores damage instead of receiving it, releases damage as wave for X yards to nearby enemies after effect dispels.&lt;br /&gt;
&lt;br /&gt;
==Tier 7 Skills==&lt;br /&gt;
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===Sacred Molecule===&lt;br /&gt;
&lt;br /&gt;
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. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases range and damage of blast and damage of particles.&lt;br /&gt;
*'''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases the damage and range of initial blast by X%, decreases number of particles.&lt;br /&gt;
** 2. Multiplies the number of particles by X.&lt;br /&gt;
** 3. Particles home in on nearby enemies.&lt;br /&gt;
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===Transfiguration===&lt;br /&gt;
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No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.&lt;br /&gt;
*'''Description''' -Changes you into an energy being, increases spell damage by X% and magical resistance by Y%, lasts Z seconds.&lt;br /&gt;
**'''Next level''' -Increases spell damage, magical resistance, duration of form.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Increases spells' critical strike damage by X%.&lt;br /&gt;
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==References==&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] -main fanclass page.&amp;lt;br&amp;gt;[[Former Alchemist Skills]] -skills from earlier drafts.&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26668</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26668"/>
				<updated>2010-12-30T21:17:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Alchemist''' is mainly a [[caster]] hybrid class. 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. &lt;br /&gt;
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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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
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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. The name by which we refer to them, 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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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===Male Alchemist Background===&lt;br /&gt;
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The Alchemist is considered to be primarily male, just as the Barbarian is first seen male, the Witch Doctor male, the Wizard female, the Monk male, and the Demon Hunter female. The background for the male version of the Alchemist is further detailed:&lt;br /&gt;
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Beginning as a lonely street urchin in Ureh, this young boy survived on his resourcefulness and creativity from a young age. As he grew into a young adult, he began to work as an assistant to local apothecaries, where he found particular skill in potion work. Eventually, he set out on his own to Caldeum in hopes of studying more alchemy and magical arts with the Vizjerei but was rejected for not possessing suficient magical talent. He desperately attempted to survive by joining the military of the city as soldier and medic, being fairly decent with a blade, but was again refused by the elitist commanders. Distraught, he wandered in search of more instruction until he was forced to live as an urchin again in Caldeum, making meager potions to sell for his livelihood. It was then at his darkest time that he was discovered by a passing alchemist of the Orue Agea who took him to his homecity of Melatras. &lt;br /&gt;
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There, he was amazed at the feeling of the scholars of various fields: many possessed little magical ability but were still masters of their arts. He apprenticed to a master alchemist and spend several years learning the precisd and delicate art of alchemy. Over time the young alchemist mastered not only potion-making but also the philosophical nature of existence and the spirits that dwell within the elements. In his pursuit of the Great Work, he mastered techniques that allowed him to alter fundamental matter and even shift his form. He was taught humility, patience, and bravery during his time with the Orue Agea. Although he never did have the traditional magical prowess necessary to study in other mage clans, he came to be adept in his own arts. &lt;br /&gt;
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Now a man in his late twenties, he has finished his apprenticeship and learned all he can from his master. Curious of the apothecaries' techniques in the West, he set out on a journey across Khanduras as far as Westmarch to learn from fellow alchemists. Unfortunately, his expedition has been interrupted by the streaking fire falling from the sky. Filled with wonder over this event, he makes his way to New Tristram to decipher the meaning of this strange occurence, for he senses an unnatural chaos in this fiery harbinger.&lt;br /&gt;
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-The female Alchemist background has not been completed.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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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. However, he is a stronger physical fighter than the Wizard or Witch doctor and is quite skilled with a sword. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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===Resource System===&lt;br /&gt;
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[[Image:Squared-Circle.jpg|thumb|100px75px|The Squared Circle.]]&lt;br /&gt;
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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. More needs to be understood about the canonical resources in order to design an appropriate, unique system that encourages gameplay befitting an alchemist. The way of the Great Work can be seen in the symbol of the Orue Agea to the right, called the &amp;quot;Squared Circle&amp;quot;.&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle moves inward and carries multiple layers of meaning:&lt;br /&gt;
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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.&lt;br /&gt;
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'''The Foundation Triangle'''– The three fundamental susbstances of the first matter that arise for the Chaos:&lt;br /&gt;
:'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
:'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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*''Each magical element has its own patron in alchemic lore:''&lt;br /&gt;
**'''Vulken of Fire''' -The Forger&lt;br /&gt;
**'''Enquirre of Water''' -The Artist&lt;br /&gt;
**'''Hermothes of Air''' -The Traveler&lt;br /&gt;
**'''Agathaea of Earth''' -The Healer&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, mind &amp;amp; body, physical &amp;amp; ethereal.&lt;br /&gt;
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'''The Inner Circle'''– The Order of existence, that bonds all things together and gives rise to life. It is perfection.&lt;br /&gt;
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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 using 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 '''&amp;quot;Focus&amp;quot;''', as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development. For this reason the costs of the skills has not been listed yet.&lt;br /&gt;
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==Skills &amp;amp; Traits==&lt;br /&gt;
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Main article:  [[Alchemist Skills]]&lt;br /&gt;
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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. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.&lt;br /&gt;
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Brief descriptions of each skill appear below.&lt;br /&gt;
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===Tier 1 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Brimstone&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Quicksilver&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Salt Acids&amp;lt;/u&amp;gt;:''' 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. A momentary spasm is all that's needed to escape an enemy for finish him off. &lt;br /&gt;
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===Tier 2 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Black Powder&amp;lt;/u&amp;gt;:''' Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Drug of Nepenthe&amp;lt;/u&amp;gt;:''' Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Noxious Miasma&amp;lt;/u&amp;gt;:''' Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies with a deadly toxin. The poisoned enemies can infect secondary enemies through contact, though secondary poisonings only last until the original poison duration ends. Most effective when in tight areas where enemies are close to each other to maximize the spread effect of the poison.&lt;br /&gt;
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===Tier 3 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Boiling Tar&amp;lt;/u&amp;gt;:''' 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. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Metamorphosis Serum&amp;lt;/u&amp;gt;:''' 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. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Wandering Wisp&amp;lt;/u&amp;gt;:''' 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. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill. &lt;br /&gt;
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===Tier 4 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Petrify&amp;lt;/u&amp;gt;:''' 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. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Earth Embodiment&amp;lt;/u&amp;gt;:''' 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. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Wind Tutelary&amp;lt;/u&amp;gt;:''' 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. Good for putting some distance between you and the enemy while dealing some damage at the same time.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Life-force Extract&amp;lt;/u&amp;gt;:''' 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. This does great for hitting distant, evasive enemies and for low-health emergencies.&lt;br /&gt;
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===Tier 5 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Combustion&amp;lt;/u&amp;gt;:''' 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. A fire-and-forget skill that also gives you a temporary ally.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Tonic of Sufferance&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Invoke the Deluge&amp;lt;/u&amp;gt;:''' 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. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.&lt;br /&gt;
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===Tier 6 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Astral Chaos&amp;lt;/u&amp;gt;:''' 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. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Doppelganger&amp;lt;/u&amp;gt;:''' 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. Provides you a distraction that tanks for you and adds a little more damage against an enemy.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Fuming Oil&amp;lt;/u&amp;gt;:''' ''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. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Empathy&amp;lt;/u&amp;gt;:''' 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. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.&lt;br /&gt;
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===Tier 7 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Sacred Molecule&amp;lt;/u&amp;gt;:''' -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. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Transfiguration&amp;lt;/u&amp;gt;:''' No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.&lt;br /&gt;
===Traits===&lt;br /&gt;
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Even though the trait system is relatively new, I have thought of some alchemist-specific traits:&lt;br /&gt;
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* Lingering Aftereffects –Increases duration of effects and debuffs by X%&lt;br /&gt;
* Order and Equilibrium –Increase arcane resistance and health regeneration by X&lt;br /&gt;
* Philosopher’s Stone –Increases Life and gold find by X%&lt;br /&gt;
* Balanced Humors –Increases elemental resistances by X&lt;br /&gt;
* Potent Catalyst –Increases damage of critical strike by X%&lt;br /&gt;
* Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%&lt;br /&gt;
* Practiced Hand –Increases Attack by X% amount of Precision&lt;br /&gt;
* Enhanced Formula – Affects resource in some way (unfinished)&lt;br /&gt;
* Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%&lt;br /&gt;
* Execute and Recover –Increases casting speed and lowers cooldown period by X%&lt;br /&gt;
* Infused Potential –Base spell damage increases weapon damage by X% for Y seconds&lt;br /&gt;
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==Leveling-Up Effects==&lt;br /&gt;
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(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)&lt;br /&gt;
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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.&lt;br /&gt;
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-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
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==Development==&lt;br /&gt;
&lt;br /&gt;
July '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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March '10 -The Skill system has been completely redesigned. The trees have been completed.&lt;br /&gt;
&lt;br /&gt;
December '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.&lt;br /&gt;
&lt;br /&gt;
* I'd like to give credit to  '''Tritonus''' for his suggestions on an alchemist that has a slight Jekyl-Hyde/Dr. Frankenstein feel to it that possesses focus on shapeshifting.&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|an Alchemist with a heavier armor look - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees (now obsolete).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
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{{Fan creation navbox|fan_class}}&lt;br /&gt;
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{{Class navbox|fan_class}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Alchemist_Skills&amp;diff=26667</id>
		<title>Alchemist Skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Alchemist_Skills&amp;diff=26667"/>
				<updated>2010-12-30T20:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Created page with 'The Alchemist skills cover a range of abilities to both boost his own stats and damage and debilitate his enemies. They are the result of years of research and dedication, an…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Alchemist]] skills cover a range of abilities to both boost his own stats and damage and debilitate his enemies. They are the result of years of research and dedication, and reflect his progress in the Great Work. He is neither a destructive spell-slinger like the [[Wizard]] nor a undead dealing, terror-inducing [[Witch Doctor]]. Instead, he is calm and precise, manuvering and manipulating his enemies to his advantage. He is stronger than the other spell casters, and can use physical weapons if needed to finish off incapacitated enemies. He also possesses skills that allow him to shape-shift to better benefit him.&lt;br /&gt;
&lt;br /&gt;
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. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.&lt;br /&gt;
&lt;br /&gt;
==Tier 1 Skills==&lt;br /&gt;
&lt;br /&gt;
===Brimstone===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*'''Description''' -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds. &lt;br /&gt;
**'''Next level''' - Increases ranged of cloud and duration of blinding/fleeing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Cloud changes into a stream that flows in the direction casted for X yards.&lt;br /&gt;
** 2. Fiery brimstone rains down on selected target to deal X fire damage.&lt;br /&gt;
** 3. The cloud follows the alchemist, leaving a wake of sulfur for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Quicksilver===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*'''Description''' -Extends a spike of liquid metal to damage enemies in its line of effect. Deals X physical damage.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases range and damage of tendril by X%&lt;br /&gt;
** 2. Skill becomes protective circle that automatically attacks nearby enemies X number of times.&lt;br /&gt;
** 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.&lt;br /&gt;
** 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Salt Acids===&lt;br /&gt;
&lt;br /&gt;
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. A momentary spasm is all that's needed to escape an enemy for finish him off. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and chance to spasm.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies can become charged; deals lightning damage to enemies within X yards for Y seconds.&lt;br /&gt;
** 2. Living and slain enemies can become charged; deals lightning damage to other enemies within X yards for Y seconds.&lt;br /&gt;
&lt;br /&gt;
==Tier 2 Skills==&lt;br /&gt;
&lt;br /&gt;
===Black Powder===&lt;br /&gt;
&lt;br /&gt;
Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.&lt;br /&gt;
*'''Description''' -Explodes in direction casted to deal X fire and physical damage and deal knockback.&lt;br /&gt;
**'''Next level''' -Increases damage and knockback amount.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Lengthens the blast range by X yards.&lt;br /&gt;
** 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.&lt;br /&gt;
&lt;br /&gt;
===Drug of Nepenthe===&lt;br /&gt;
&lt;br /&gt;
Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.&lt;br /&gt;
*'''Description''' -Lobs potion at target to deal X cold damage and lower enemies' precision by Y% for Z seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and reduction of precision.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Vial hovers over selected enemy and pours its potion onto it, even following it for X seconds.&lt;br /&gt;
** 2. Vial leaves trail of potion during flight, increases ranged of cloud by X yards.&lt;br /&gt;
** 3. Caster and allies' weapons can become imbued, dealing cold damage and precision reduction effect for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Noxious Miasma===&lt;br /&gt;
&lt;br /&gt;
Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies with a deadly toxin. The poisoned enemies can infect secondary enemies through contact, though secondary poisonings only last until the original poison duration ends. Most effective when in tight areas where enemies are close to each other to maximize the spread effect of the poison.&lt;br /&gt;
*'''Description''' -Expel a cloud of gases that deal X poison damage over Y seconds, spreads through contact to enemies within Z yards.&lt;br /&gt;
**'''Next level''' -Increases damage and range of infectiousness.&lt;br /&gt;
*'''''Lore''' -Sickness 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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies carry infection, without being harmed, and can pass it to nearby enemies for X seconds.&lt;br /&gt;
** 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.&lt;br /&gt;
&lt;br /&gt;
==Tier 3 Skills==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Boiling Tar===&lt;br /&gt;
&lt;br /&gt;
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. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.&lt;br /&gt;
*'''Description''' -Launch a bottle of tar over an area of X yards that deals Y fire damage and slows enemies by Z%.&lt;br /&gt;
**'''Next level''' -Increases area of effect, damage, and slowing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to laying X number of traps that explode tar in area of effect when enemies approach.&lt;br /&gt;
** 2. Increases the fire damage and decreases the slowing effect by X%, changes to a napalm-like attack.&lt;br /&gt;
&lt;br /&gt;
===Metamorphosis Serum===&lt;br /&gt;
&lt;br /&gt;
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. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.&lt;br /&gt;
*'''Description''' -Strike a nearby enemy and takes its form for X seconds. Other enemies no longer attack.&lt;br /&gt;
**'''Next level''' -Increases duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Attacked enemy takes the Alchemist's form and attracts enemy attacks for X seconds.&lt;br /&gt;
** 2. Enemies of the same type as your form become enraged and attack other enemies with X% increases damage.&lt;br /&gt;
&lt;br /&gt;
===Wandering Wisp===&lt;br /&gt;
&lt;br /&gt;
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. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage, duration of wisp, amount of elemental resistance reduction.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Casts X number of wisps.&lt;br /&gt;
** 2. Wisp steals X% resource for the Alchemist per second.&lt;br /&gt;
** 3. Summons larger wisp able to attack all enemies in X yards.&lt;br /&gt;
** 4. Wisp homes in on targeted enemy.&lt;br /&gt;
&lt;br /&gt;
==Tier 4 Skills==&lt;br /&gt;
&lt;br /&gt;
===Petrify===&lt;br /&gt;
&lt;br /&gt;
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. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks.&lt;br /&gt;
*'''Description''' -Blasts an enemy with sand to turn parts of it to stone; deals X arcane damage, slows it by Y% but reduces the physical damage it takes by 25%, lasts for Z seconds. Slowing effect can be stacked up to 3 times.&lt;br /&gt;
**'''Next level''' -Increases the damage, slowing effect, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Completely petrified enemies repel other enemies for X yards.&lt;br /&gt;
** 2. Skill changes to stony stare that affects any target directly looked at, lasts X seconds.&lt;br /&gt;
&lt;br /&gt;
===Earth Embodiment===&lt;br /&gt;
&lt;br /&gt;
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. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.&lt;br /&gt;
**'''Description''' -Summons a earth spirit to change your form, increases attack damage and armor by X% for Y seconds.&lt;br /&gt;
*'''Next level''' -Increases damage, armor, and duration.&lt;br /&gt;
*'''''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?''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Adds AoE attack that damages all enemies within X yards.&lt;br /&gt;
** 2. Adds X damage over Y seconds poison damage.&lt;br /&gt;
** 3. Form doesn't attack multiple enemies, focuses on one with X% increased damage and stun effect for 3 seconds.&lt;br /&gt;
** 4. Increases the armor and maximum life by X%.&lt;br /&gt;
&lt;br /&gt;
===Wind Tutelary===&lt;br /&gt;
&lt;br /&gt;
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. Good for putting some distance between you and the enemy while dealing some damage at the same time.&lt;br /&gt;
*'''Description''' -Summons a wind spirit in front of you as a guard, deals X lightning damage and knockback, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases lightning damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Elemental deals X% more lightning damage without knockback, creates blast of Y% lightning damage upon dispelling.&lt;br /&gt;
** 2. Skill changes to caster being imbued with lightning damage and knockback effect for X seconds, increases speed by Y%.&lt;br /&gt;
** 3. Increases ranged of whirlwind and amount of knockback.&lt;br /&gt;
** 4. Elemental can reflect ranged physical and magical attacks back at attackers.&lt;br /&gt;
&lt;br /&gt;
===Life-force Extract===&lt;br /&gt;
&lt;br /&gt;
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. This does great for hitting distant, evasive enemies and for low-health emergencies.&lt;br /&gt;
*'''Description'' -Fires a magical missile that deals X arcane damage, returns Y% of dealt damage to caster as health.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill creates AoE blast that affects multiple enemies.&lt;br /&gt;
** 2. Missile homes in on selected enemy, has X% greater chance of critical strike.&lt;br /&gt;
&lt;br /&gt;
==Tier 5 Skills==&lt;br /&gt;
&lt;br /&gt;
===Combustion===&lt;br /&gt;
&lt;br /&gt;
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. A fire-and-forget skill that also gives you a temporary ally.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. The enemy leaves a wake of fire as it moves, the elemental explodes upon dispelling to deal X fire damage.&lt;br /&gt;
** 2. An X number of fire elementals leave body when enemy dies, attack other enemies for Y seconds.&lt;br /&gt;
** 3. Skill changes to caster or ally becoming imbued with X% fire damage and aura that deals fire damage per second within Y yards.&lt;br /&gt;
&lt;br /&gt;
===Tonic of Sufferance===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*'''Description''' -Drinks a tonic that reduces damage taken and duration of debuffs by X% for Y seconds at the cost of Z% of health.&lt;br /&gt;
**'''Next level''' -Increases duration and reduction of damage taken/debuffs.&lt;br /&gt;
*'''''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.'' &lt;br /&gt;
*'''Rune Effects'''&lt;br /&gt;
** 1. Creates wave for X yards that shares buff with allies at the same health cost.&lt;br /&gt;
&lt;br /&gt;
===Invoke the Deluge===&lt;br /&gt;
&lt;br /&gt;
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. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.&lt;br /&gt;
*'''Description''' -Summons a water spirit to change your form, allows quick unrestricted movement and deals X cold damage to enemies in path for Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to single ranged attack that smashes onto target location in a powerful burst of water, deals X additional physical damage.&lt;br /&gt;
** 2. Increases the cold damage by X%, selected enemies are frozen in shell of ice for Y seconds.&lt;br /&gt;
** 3. Skill changes to watery armor that reduced elemental damage take by X and enables Y health regeneration over Z seconds.&lt;br /&gt;
&lt;br /&gt;
==Tier 6 Skills==&lt;br /&gt;
&lt;br /&gt;
===Astral Chaos===&lt;br /&gt;
&lt;br /&gt;
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. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.&lt;br /&gt;
*'''Description''' -Casts a field that drains resources by X% per seconds, negates special abilites, lowers casting rate, and lowers magical resistance by Y%.&lt;br /&gt;
**'''Next level''' -Increases range of field, resource drain, and magical resistance reduction.&lt;br /&gt;
*'''''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. &lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Restores X% resource per second for each enemy within the field.&lt;br /&gt;
** 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
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. Provides you a distraction that tanks for you and adds a little more damage against an enemy.&lt;br /&gt;
*'''Description''' -Slashes enemy to create shade of enemy to attack with X% attack damage of original, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases percent of original's attack damage, duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Shade continues to survive for X seconds after the death of the original.&lt;br /&gt;
** 2. Shade attacks with lightning damage.&lt;br /&gt;
** 3. Shade attacks with arcane damage.&lt;br /&gt;
** 4. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.&lt;br /&gt;
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===Fuming Oil===&lt;br /&gt;
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''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. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.&lt;br /&gt;
*'''Description''' -Tosses a rolling bottle of deadly acid that deals X ''unknown damage'' along path and travels Y yards, lowers enemy attack damage and armor by Z% for W seconds.&lt;br /&gt;
**'''Next level''' -Increases damage, reduction of attack damage and armor, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Skill changes to caster and allies becoming imbued with ''unknown'' damage, dealing damage and armor reduction effect over X seconds.&lt;br /&gt;
** 2. Skill no longer passes through enemies, explodes in AoE for X yards, pool of acid lingers on ground for Y seconds.&lt;br /&gt;
** 3. Skill has X% chance of multiplying into three bottles that spread out.&lt;br /&gt;
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===Empathy===&lt;br /&gt;
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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. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.&lt;br /&gt;
*'''Description''' -Connects your mind with an enemy's, enemy receives X% of the physical damage you take from all sources, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage shared and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill also reflects elemental and magical damage as well.&lt;br /&gt;
** 2. Skill changes to AoE, able to affect multiple enemies.&lt;br /&gt;
** 3. Enemy under the effect receives X% more damage from its own attacks.&lt;br /&gt;
** 4. Enemy stores damage instead of receiving it, releases damage as wave for X yards to nearby enemies after effect dispels.&lt;br /&gt;
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==Tier 7 Skills==&lt;br /&gt;
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===Sacred Molecule===&lt;br /&gt;
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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. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases range and damage of blast and damage of particles.&lt;br /&gt;
*'''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases the damage and range of initial blast by X%, decreases number of particles.&lt;br /&gt;
** 2. Multiplies the number of particles by X.&lt;br /&gt;
** 3. Particles home in on nearby enemies.&lt;br /&gt;
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===Transfiguration===&lt;br /&gt;
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No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.&lt;br /&gt;
*'''Description''' -Changes you into an energy being, increases spell damage by X% and magical resistance by Y%, lasts Z seconds.&lt;br /&gt;
**'''Next level''' -Increases spell damage, magical resistance, duration of form.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Increases spells' critical strike damage by X%.&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26663</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26663"/>
				<updated>2010-12-30T05:24:24Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Complete Redesign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
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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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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===Male Alchemist Background===&lt;br /&gt;
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The Alchemist is considered to be primarily male, just as the Barbarian is first seen male, the Witch Doctor male, the Wizard female, the Monk male, and the Demon Hunter female. The background for the male version of the Alchemist is further detailed:&lt;br /&gt;
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Beginning as a lonely street urchin in Ureh, this young boy survived on his resourcefulness and creativity from a young age. As he grew into a youn adult, he began to work an assistant to local apothecaries, where he found particular skill in potion work. Eventually, he set out on his own to Caldeum in hopes of studying more alchemy and magical arts with the Vizjerei but was rejected for not possessing suficient magical talent. He desperately attempt to survive by joining the military of the city as soldier and medic, being fairly decent with a blade, but was again refused by the elitist commanders. Distraught, he wandered in search of more instruction until he was forced to live as an urchin again in Caldeum, making meager potions to sell for his livelihood. He was discovered by a passing alchemist of the Orue Agea who took him to his homecity of Melatras. &lt;br /&gt;
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There, he was amazed at the feeling of the scholars of various fields: many possessed little magical ability but were still masters of their arts. He apprenticed to a master alchemist and spend several years learning the precisd and delicate art of alchemy. Over time the young alchemist mastered not only potion-making but also the philosophical nature of existence and the spirits that dwell within the elements. In his pursuit of the Great Work, he mastered techniques that allowed him to alter fundamental matter and even shift his form. He was taught humility, patience, and bravery during his time with the Orue Agea. Although he never did have the traditional magical prowess necessary to study in other mage clans, he came to be adept in his own arts. &lt;br /&gt;
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Now a man in his late twenties, he has finished his apprenticeship and learned all he can from his master. Curious of the apothecaries' techniques in the West, he set out on a journey across Khanduras as far as Westmarch to learn from fellow alchemists. Unfortunately, his expedition has been interrupted by the streaking fire falling from the sky. Filled with wonder over this event, he makes his way to New Tristram to decipher the meaning of this strange occurence, for he senses an unnatural chaos in this fiery harbinger.&lt;br /&gt;
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-The female Alchemist background has not been completed.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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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. However, he is a stronger physical fighter than the Wizard or Witch doctor and is quite skilled with a sword. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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===Resource System===&lt;br /&gt;
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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.&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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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.&lt;br /&gt;
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'''The Foundation Triangle'''– The three fundamental susbstances of matter that arise for the Chaos:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquirre of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Hermothes of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, mind &amp;amp; body, physical &amp;amp; ethereal.&lt;br /&gt;
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'''The Inner Circle'''– The Order of existence, that bonds all things together and gives rise to life. It is perfection.&lt;br /&gt;
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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 &amp;quot;Focus,&amp;quot; as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development. For this reason the costs of the skills has not been listed yet.&lt;br /&gt;
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==Skills &amp;amp; Traits==&lt;br /&gt;
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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. Skill costs, casting speeds, and cooldowns are not listed until a resource system is created. More skills are likely to be added while ones may be changed.&lt;br /&gt;
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===Tier 1 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Brimstone&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds. &lt;br /&gt;
**'''Next level''' - Increases ranged of cloud and duration of blinding/fleeing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Cloud changes into a stream that flows in the direction casted for X yards.&lt;br /&gt;
** 2. Fiery brimstone rains down on selected target to deal X fire damage.&lt;br /&gt;
** 3. The cloud follows the alchemist, leaving a wake of sulfur for X seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Quicksilver&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Extends a spike of liquid metal to damage enemies in its line of effect. Deals X physical damage.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases range and damage of tendril by X%&lt;br /&gt;
** 2. Skill becomes protective circle that automatically attacks nearby enemies X number of times.&lt;br /&gt;
** 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.&lt;br /&gt;
** 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Salt Acids&amp;lt;/u&amp;gt;:''' 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. A momentary spasm is all that's needed to escape an enemy for finish him off. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and chance to spasm.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies can become charged; deals lightning damage to enemies within X yards for Y seconds.&lt;br /&gt;
** 2. Living and slain enemies can become charged; deals lightning damage to other enemies within X yards for Y seconds.&lt;br /&gt;
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===Tier 2 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Black Powder&amp;lt;/u&amp;gt;:''' Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.&lt;br /&gt;
*'''Description''' -Explodes in direction casted to deal X fire and physical damage and deal knockback.&lt;br /&gt;
**'''Next level''' -Increases damage and knockback amount.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Lengthens the blast range by X yards.&lt;br /&gt;
** 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Drug of Nepenthe&amp;lt;/u&amp;gt;:''' Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.&lt;br /&gt;
*'''Description''' -Lobs potion at target to deal X cold damage and lower enemies' precision by Y% for Z seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and reduction of precision.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Vial hovers over selected enemy and pours its potion onto it, even following it for X seconds.&lt;br /&gt;
** 2. Vial leaves trail of potion during flight, increases ranged of cloud by X yards.&lt;br /&gt;
** 3. Caster and allies' weapons can become imbued, dealing cold damage and precision reduction effect for X seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Noxious Miasma&amp;lt;/u&amp;gt;:''' Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies with a deadly toxin. The poisoned enemies can infect secondary enemies through contact, though secondary poisonings only last until the original poison duration ends. Most effective when in tight areas where enemies are close to each other to maximize the spread effect of the poison.&lt;br /&gt;
*'''Description''' -Expel a cloud of gases that deal X poison damage over Y seconds, spreads through contact to enemies within Z yards.&lt;br /&gt;
**'''Next level''' -Increases damage and range of infectiousness.&lt;br /&gt;
*'''''Lore''' -Sickness 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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies carry infection, without being harmed, and can pass it to nearby enemies for X seconds.&lt;br /&gt;
** 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.&lt;br /&gt;
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===Tier 3 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Boiling Tar&amp;lt;/u&amp;gt;:''' 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. Not only burns enemies from original contact but slows the movement of enemies in the area of effect -good to slow the advance of an oncoming mob.&lt;br /&gt;
*'''Description''' -Launch a bottle of tar over an area of X yards that deals Y fire damage and slows enemies by Z%.&lt;br /&gt;
**'''Next level''' -Increases area of effect, damage, and slowing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to laying X number of traps that explode tar in area of effect when enemies approach.&lt;br /&gt;
** 2. Increases the fire damage and decreases the slowing effect by X%, changes to a napalm-like attack.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Metamorphosis Serum&amp;lt;/u&amp;gt;:''' 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. Important in those early stages when the alchemist is still fair weak and in near of ways to keep enemies away. This is the first of four shape-shifting skills.&lt;br /&gt;
*'''Description''' -Strike a nearby enemy and takes its form for X seconds. Other enemies no longer attack.&lt;br /&gt;
**'''Next level''' -Increases duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Attacked enemy takes the Alchemist's form and attracts enemy attacks for X seconds.&lt;br /&gt;
** 2. Enemies of the same type as your form become enraged and attack other enemies with X% increases damage.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wandering Wisp&amp;lt;/u&amp;gt;:''' 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. Definitely a good skill to focus on an enemy in order to lower its resistances and then follow up with a more damaging skill. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage, duration of wisp, amount of elemental resistance reduction.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Casts X number of wisps.&lt;br /&gt;
** 2. Wisp steals X% resource for the Alchemist per second.&lt;br /&gt;
** 3. Summons larger wisp able to attack all enemies in X yards.&lt;br /&gt;
&lt;br /&gt;
===Tier 4 Skills===&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Petrify&amp;lt;/u&amp;gt;:''' 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. The Stone Curse from Diablo 1 returns in this skill, good for slowing an enemy down at the cost of making it take less damage from attacks.&lt;br /&gt;
*'''Description''' -Blasts an enemy with sand to turn parts of it to stone; deals X arcane damage, slows it by Y% but reduces the physical damage it takes by 25%, lasts for Z seconds. Slowing effect can be stacked up to 3 times.&lt;br /&gt;
**'''Next level''' -Increases the damage, slowing effect, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Completely petrified enemies repel other enemies for X yards.&lt;br /&gt;
** 2. Skill changes to stony stare that affects any target directly looked at, lasts X seconds.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Earth Embodiment&amp;lt;/u&amp;gt;:''' 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. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.&lt;br /&gt;
**'''Description''' -Summons a earth spirit to change your form, increases attack damage and armor by X% for Y seconds.&lt;br /&gt;
*'''Next level''' -Increases damage, armor, and duration.&lt;br /&gt;
*'''''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?''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Adds AoE attack that damages all enemies within X yards.&lt;br /&gt;
** 2. Adds X damage over Y seconds poison damage.&lt;br /&gt;
** 3. Form doesn't attack multiple enemies, focuses on one with X% increased damage and stun effect for 3 seconds.&lt;br /&gt;
** 4. Increases the armor and maximum life by X%.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Wind Tutelary&amp;lt;/u&amp;gt;:''' 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. Good for putting some distance between you and the enemy while dealing some damage at the same time.&lt;br /&gt;
*'''Description''' -Summons a wind spirit in front of you as a guard, deals X lightning damage and knockback, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases lightning damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Elemental deals X% more lightning damage without knockback, creates blast of Y% lightning damage upon dispelling.&lt;br /&gt;
** 2. Skill changes to caster being imbued with lightning damage and knockback effect for X seconds, increases speed by Y%.&lt;br /&gt;
** 3. Increases ranged of whirlwind and amount of knockback.&lt;br /&gt;
** 4. Elemental can reflect ranged physical and magical attacks back at attackers.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Life-force Extract&amp;lt;/u&amp;gt;:''' 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. This does great for hitting distant, evasive enemies and for low-health emergencies.&lt;br /&gt;
*'''Description'' -Fires a magical missile that deals X arcane damage, returns Y% of dealt damage to caster as health.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill creates AoE blast that affects multiple enemies.&lt;br /&gt;
** 2. Missile homes in on selected enemy, has X% greater chance of critical strike.&lt;br /&gt;
&lt;br /&gt;
===Tier 5 Skills===&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Combustion&amp;lt;/u&amp;gt;:''' 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. A fire-and-forget skill that also gives you a temporary ally.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. The enemy leaves a wake of fire as it moves, the elemental explodes upon dispelling to deal X fire damage.&lt;br /&gt;
** 2. An X number of fire elementals leave body when enemy dies, attack other enemies for Y seconds.&lt;br /&gt;
** 3. Skill changes to caster or ally becoming imbued with X% fire damage and aura that deals fire damage per second within Y yards.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tonic of Sufferance&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Drinks a tonic that reduces damage taken and duration of debuffs by X% for Y seconds at the cost of Z% of health.&lt;br /&gt;
**'''Next level''' -Increases duration and reduction of damage taken/debuffs.&lt;br /&gt;
*'''''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.'' &lt;br /&gt;
*'''Rune Effects'''&lt;br /&gt;
** 1. Creates wave for X yards that shares buff with allies at the same health cost.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Invoke the Deluge&amp;lt;/u&amp;gt;:''' 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. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.&lt;br /&gt;
*'''Description''' -Summons a water spirit to change your form, allows quick unrestricted movement and deals X cold damage to enemies in path for Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to single ranged attack that smashes onto target location in a powerful burst of water, deals X additional physical damage.&lt;br /&gt;
** 2. Increases the cold damage by X%, selected enemies are frozen in shell of ice for Y seconds.&lt;br /&gt;
** 3. Skill changes to watery armor that reduced elemental damage take by X and enables Y health regeneration over Z seconds.&lt;br /&gt;
&lt;br /&gt;
===Tier 6 Skills===&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Astral Chaos&amp;lt;/u&amp;gt;:''' 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. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.&lt;br /&gt;
*'''Description''' -Casts a field that drains resources by X% per seconds, negates special abilites, lowers casting rate, and lowers magical resistance by Y%.&lt;br /&gt;
**'''Next level''' -Increases range of field, resource drain, and magical resistance reduction.&lt;br /&gt;
*'''''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. &lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Restores X% resource per second for each enemy within the field.&lt;br /&gt;
** 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Doppelganger&amp;lt;/u&amp;gt;:''' 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. Provides you a distraction that tanks for you and adds a little more damage against an enemy.&lt;br /&gt;
*'''Description''' -Slashes enemy to create shade of enemy to attack with X% attack damage of original, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases percent of original's attack damage, duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Shade continues to survive for X seconds after the death of the original.&lt;br /&gt;
** 2. Shade attacks with lightning damage.&lt;br /&gt;
** 3. Shade attacks with arcane damage.&lt;br /&gt;
** 4. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Fuming Oil&amp;lt;/u&amp;gt;:''' ''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. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.&lt;br /&gt;
*'''Description''' -Tosses a rolling bottle of deadly acid that deals X ''unknown damage'' along path and travels Y yards, lowers enemy attack damage and armor by Z% for W seconds.&lt;br /&gt;
**'''Next level''' -Increases damage, reduction of attack damage and armor, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Skill changes to caster and allies becoming imbued with ''unknown'' damage, dealing damage and armor reduction effect over X seconds.&lt;br /&gt;
** 2. Skill no longer passes through enemies, explodes in AoE for X yards, pool of acid lingers on ground for Y seconds.&lt;br /&gt;
** 3. Skill has X% chance of multiplying into three bottles that spread out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Empathy&amp;lt;/u&amp;gt;:''' 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. Unlike Diablo 2's Thorns and Iron Maiden, which affect multiple enemies and reflected only the monster's own damage, Empathy affects a single enemy but shares all incoming damage you receive from attacks with that enemy.&lt;br /&gt;
*'''Description''' -Connects your mind with an enemy's, enemy receives X% of the physical damage you take from all sources, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage shared and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill also reflects elemental and magical damage as well.&lt;br /&gt;
** 2. Skill changes to AoE, able to affect multiple enemies.&lt;br /&gt;
** 3. Enemy under the effect receives X% more damage from its own attacks.&lt;br /&gt;
** 4. Enemy stores damage instead of receiving it, releases damage as wave for X yards to nearby enemies after effect dispels.&lt;br /&gt;
&lt;br /&gt;
===Tier 7 Skills===&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Sacred Molecule&amp;lt;/u&amp;gt;:''' -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. Has a long cooldown, but is great for annihilating all enemies in range with a chance to strike distant enemies with the particles.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases range and damage of blast and damage of particles.&lt;br /&gt;
*'''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases the damage and range of initial blast by X%, decreases number of particles.&lt;br /&gt;
** 2. Multiplies the number of particles by X.&lt;br /&gt;
** 3. Particles home in on nearby enemies.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Transfiguration&amp;lt;/u&amp;gt;:''' No damage. The Alchemist ascends into a higher form of pure energy, increasing the damage of his spells and his resistance to magical damage. The fourth and last shape-shifting skill, any spell-casting alchemist will want this skill because, although it will be costly, it will also boost all spell damage.&lt;br /&gt;
*'''Description''' -Changes you into an energy being, increases spell damage by X% and magical resistance by Y%, lasts Z seconds.&lt;br /&gt;
**'''Next level''' -Increases spell damage, magical resistance, duration of form.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Increases spells' critical strike damage by X%.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
Even though the trait system is relatively new, I have thought of some alchemist-specific traits:&lt;br /&gt;
&lt;br /&gt;
* Lingering Aftereffects –Increases duration of effects and debuffs by X%&lt;br /&gt;
* Order and Equilibrium –Increase arcane resistance and health regeneration by X&lt;br /&gt;
* Philosopher’s Stone –Increases Life and gold find by X%&lt;br /&gt;
* Balanced Humors –Increases elemental resistances by X&lt;br /&gt;
* Potent Catalyst –Increases damage of critical strike by X%&lt;br /&gt;
* Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%&lt;br /&gt;
* Practiced Hand –Increases Attack by X% amount of Precision&lt;br /&gt;
* Enhanced Formula – Affects resource in some way (unfinished)&lt;br /&gt;
* Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%&lt;br /&gt;
* Execute and Recover –Increases casting speed and lowers cooldown period by X%&lt;br /&gt;
* Infused Potential –Base spell damage increases weapon damage by X% for Y seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Leveling-Up Effects==&lt;br /&gt;
&lt;br /&gt;
(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
July '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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
March '10 -The Skill system has been completely redesigned. The trees have been completed.&lt;br /&gt;
&lt;br /&gt;
December '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.&lt;br /&gt;
&lt;br /&gt;
* I'd like to give credit to  '''Tritonus''' for his suggestions on an alchemist that has a slight Jekyl-Hyde/Dr. Frankenstein feel to it that possesses focus on shapeshifting.&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|an Alchemist with a heavier armor look - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees (now obsolete).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
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{{Fan creation navbox|fan_class}}&lt;br /&gt;
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{{Class navbox|fan_class}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26661</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=26661"/>
				<updated>2010-12-30T00:38:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
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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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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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.&lt;br /&gt;
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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.&lt;br /&gt;
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===Resource System===&lt;br /&gt;
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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.&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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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.&lt;br /&gt;
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'''The Foundation Triangle'''– The three fundamental susbstances of matter that arise for the Chaos:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquirre of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Hermothes of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, mind &amp;amp; body, physical &amp;amp; ethereal.&lt;br /&gt;
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'''The Inner Circle'''– The Order of existence, that bonds all things together and gives rise to life. It is perfection.&lt;br /&gt;
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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 &amp;quot;Focus,&amp;quot; as the Alchemist requires great focus to alter the chaos into useful substances. The mechanics of the system are still under development.&lt;br /&gt;
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==Skills &amp;amp; Traits==&lt;br /&gt;
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.&lt;br /&gt;
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===Tier 1 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Brimstone&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds. &lt;br /&gt;
**'''Next level''' - Increases ranged of cloud and duration of blinding/fleeing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Cloud changes into a stream that flows in the direction casted for X yards.&lt;br /&gt;
** 2. Fiery brimstone rains down on selected target to deal X fire damage.&lt;br /&gt;
** 3. The cloud follows the alchemist, leaving a wake of sulfur for X seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Quicksilver&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Extends a spike of liquid metal to damage enemies in its line of effect. Deals X physical damage.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases range and damage of tendril by X%&lt;br /&gt;
** 2. Skill becomes protective circle that automatically attacks nearby enemies X number of times.&lt;br /&gt;
** 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.&lt;br /&gt;
** 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Salt Acids&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and chance to spasm.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies can become charged; deals lightning damage to enemies within X yards for Y seconds.&lt;br /&gt;
** 2. Living and slain enemies can become charged; deals lightning damage to other enemies within X yards for Y seconds.&lt;br /&gt;
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===Tier 2 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Black Powder&amp;lt;/u&amp;gt;:''' Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back.&lt;br /&gt;
*'''Description''' -Explodes in direction casted to deal X fire and physical damage and deal knockback.&lt;br /&gt;
**'''Next level''' -Increases damage and knockback amount.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Lengthens the blast range by X yards.&lt;br /&gt;
** 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Drug of Nepenthe&amp;lt;/u&amp;gt;:''' Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies.&lt;br /&gt;
*'''Description''' -Lobs potion at target to deal X cold damage and lower enemies' precision by Y% for Z seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and reduction of precision.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Vial hovers over selected enemy and pours its potion onto it, even following it for X seconds.&lt;br /&gt;
** 2. Vial leaves trail of potion during flight, increases ranged of cloud by X yards.&lt;br /&gt;
** 3. Caster and allies' weapons can become imbued, dealing cold damage and precision reduction effect for X seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Noxious Miasma&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Expel a cloud of gases that deal X poison damage over Y seconds, spreads through contact to enemies within Z yards.&lt;br /&gt;
**'''Next level''' -Increases damage and range of infectiousness.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Caster and allies carry infection, without being harmed, and can pass it to nearby enemies for X seconds.&lt;br /&gt;
** 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.&lt;br /&gt;
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===Tier 3 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Boiling Tar&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Launch a bottle of tar over an area of X yards that deals Y fire damage and slows enemies by Z%.&lt;br /&gt;
**'''Next level''' -Increases area of effect, damage, and slowing effect.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to laying X number of traps that explode tar in area of effect when enemies approach.&lt;br /&gt;
** 2. Increases the fire damage and decreases the slowing effect by X%, changes to a napalm-like attack.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Metamorphosis Serum&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Strike a nearby enemy and takes its form for X seconds. Other enemies no longer attack.&lt;br /&gt;
**'''Next level''' -Increases duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Attacked enemy takes the Alchemist's form and attracts enemy attacks for X seconds.&lt;br /&gt;
** 2. Enemies of the same type as your form become enraged and attack other enemies with X% increases damage.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Wandering Wisp&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage, duration of wisp, amount of elemental resistance reduction.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Casts X number of wisps.&lt;br /&gt;
** 2. Wisp steals X% resource for the Alchemist per second.&lt;br /&gt;
** 3. Summons larger wisp able to attack all enemies in X yards.&lt;br /&gt;
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===Tier 4 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Petrify&amp;lt;/u&amp;gt;:''' 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. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases the damage, slowing effect, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Completely petrified enemies repel other enemies for X yards.&lt;br /&gt;
** 2. Skill changes to stony stare that affects any target directly looked at, lasts X seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Earth Embodiment&amp;lt;/u&amp;gt;:''' 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. &lt;br /&gt;
**'''Description''' -Summons a earth spirit to change your form, increases attack damage and armor by X% for Y seconds.&lt;br /&gt;
*'''Next level''' -Increases damage, armor, and duration.&lt;br /&gt;
*'''''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?''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Adds AoE attack that damages all enemies within X yards.&lt;br /&gt;
** 2. Adds X damage over Y seconds poison damage.&lt;br /&gt;
** 3. Form doesn't attack multiple enemies, focuses on one with X% increased damage and stun effect for 3 seconds.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Wind Tutelary&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Summons a wind spirit in front of you as a guard, deals X lightning damage and knockback, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases lightning damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Elemental deals X% more lightning damage without knockback, creates blast of Y% lightning damage upon dispelling.&lt;br /&gt;
** 2. Skill changes to caster being imbued with lightning damage and knockback effect for X seconds, increases speed by Y%.&lt;br /&gt;
** 3. Increases ranged of whirlwind and amount of knockback.&lt;br /&gt;
** 4. Elemental can reflect ranged physical and magical attacks back at attackers.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Life-force Extract&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description'' -Fires a magical missile that deals X arcane damage, returns Y% of total damage to caster as health.&lt;br /&gt;
**'''Next level''' -Increases damage.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill creates AoE blast that affects multiple enemies.&lt;br /&gt;
** 2. Missile homes in on selected enemy, has X% greater chance of critical strike.&lt;br /&gt;
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===Tier 5 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Combustion&amp;lt;/u&amp;gt;:'' 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.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. The enemy leaves a wake of fire as it moves, the elemental explodes upon dispelling to deal X fire damage.&lt;br /&gt;
** 2. An X number of fire elementals leave body when enemy dies, attack other enemies for Y seconds.&lt;br /&gt;
** 3. Skill changes to caster or ally becoming imbued with X% fire damage and aura that deals fire damage per second within Y yards.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Tonic of Sufferance&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Drinks a tonic that reduces damage taken and duration of debuffs by X% for Y seconds at the cost of Z% of health.&lt;br /&gt;
**'''Next level''' -Increases duration and reduction of damage taken/debuffs.&lt;br /&gt;
*'''''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.'' &lt;br /&gt;
*'''Rune Effects'''&lt;br /&gt;
** 1. Creates wave for X yards that shares buff with allies at the same health cost.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Invoke the Deluge&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Summons a water spirit to change your form, allows unrestricted movement and deals X cold damage to enemies in path for Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill changes to single ranged attack that smashes onto target location in a powerful burst of water, deals X additional physical damage.&lt;br /&gt;
** 2. Increases the cold damage by X%, selected enemies are frozen in shell of ice for Y seconds.&lt;br /&gt;
** 3. Skill changes to watery armor that reduced elemental damage take by X and enables Y health regeneration over Z seconds.&lt;br /&gt;
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===Tier 6 Skills===&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Astral Chaos&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Casts a field that drains resources by X% per seconds, negates special abilites, silences, and lowers magical resistance by Y%.&lt;br /&gt;
**'''Next level''' -Increases range of field, resource drain, and magical resistance reduction.&lt;br /&gt;
*'''''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. &lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Restores X% resource per second for each enemy within the field.&lt;br /&gt;
** 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Doppelganger&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Slashes enemy to create shade of enemy to attack with X% attack damage of original, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases percent of original's attack damage, duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Shade continues to survive for X seconds after the death of the original.&lt;br /&gt;
** 2. Shade attacks with lightning damage.&lt;br /&gt;
** 3. Shade attacks with arcane damage.&lt;br /&gt;
** 4. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Fuming Oil&amp;lt;/u&amp;gt;:''' ''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. &lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases damage, reduction of attack damage and armor, and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Skill changes to caster and allies becoming imbued with ''unknown'' damage, dealing damage and armor reduction effect over X seconds.&lt;br /&gt;
** 2. Skill no longer passes through enemies, explodes in AoE for X yards, pool of acid lingers on ground for Y seconds.&lt;br /&gt;
** 3. Skill has X% chance of multiplying into three bottles that spread out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Empathy&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Connects your mind with an enemy's, enemy receives X% of the physical damage you take from all sources, lasts Y seconds.&lt;br /&gt;
**'''Next level''' -Increases damage shared and duration.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Skill also reflects elemental and magical damage as well.&lt;br /&gt;
** 2. Skill changes to AoE, able to affect multiple enemies.&lt;br /&gt;
** 3. Enemy under the effect receives X% more damage from its own attacks.&lt;br /&gt;
** 4. Enemy stores damage instead of receiving it, releases damage as wave for X yards to nearby enemies after effect dispels.&lt;br /&gt;
&lt;br /&gt;
===Tier 7 Skills===&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Sacred Molecule&amp;lt;/u&amp;gt;:''' -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.&lt;br /&gt;
*'''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.&lt;br /&gt;
**'''Next level''' -Increases range and damage of blast and damage of particles.&lt;br /&gt;
*'''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.''&lt;br /&gt;
*'''Rune effects'''&lt;br /&gt;
** 1. Increases the damage and range of initial blast by X%, decreases number of particles.&lt;br /&gt;
** 2. Multiplies the number of particles by X.&lt;br /&gt;
** 3. Particles home in on nearby enemies.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Transfiguration&amp;lt;/u&amp;gt;:''' 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.&lt;br /&gt;
*'''Description''' -Changes you into an energy being, increases spell damage by X%, resource regeneration by Y%, magical resistance by Z%, lasts W seconds.&lt;br /&gt;
**'''Next level''' -Increases spell damage, resource regeneration, magical resistance, duration of form.&lt;br /&gt;
*'''''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.''&lt;br /&gt;
*'''Rune effect'''&lt;br /&gt;
** 1. Increases spells' critical strike damage by X%.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
Even though the trait system is relatively new, I have thought of some alchemist-specific traits:&lt;br /&gt;
&lt;br /&gt;
* Lingering Aftereffects –Increases duration of effects and debuffs by X%&lt;br /&gt;
* Order and Equilibrium –Increase arcane resistance and health regeneration by X&lt;br /&gt;
* Philosopher’s Stone –Increases Life and gold find by X%&lt;br /&gt;
* Balanced Humors –Increases elemental resistances by X&lt;br /&gt;
* Potent Catalyst –Increases damage of critical strike by X%&lt;br /&gt;
* Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%&lt;br /&gt;
* Practiced Hand –Increases Attack by X% amount of Precision&lt;br /&gt;
* Enhanced Formula – Affects resource in some way (unfinished)&lt;br /&gt;
* Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%&lt;br /&gt;
* Execute and Recover –Increases casting speed and lowers cooldown period by X%&lt;br /&gt;
* Infused Potential –Base spell damage increases weapon damage by X% for Y seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Leveling-Up Effects==&lt;br /&gt;
&lt;br /&gt;
(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3/10 -The Skill system has been completely redesigned. The trees have been completed.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees (now obsolete).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox|fan_class}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox|fan_class}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Former_Alchemist_Skills&amp;diff=26659</id>
		<title>Former Alchemist Skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Former_Alchemist_Skills&amp;diff=26659"/>
				<updated>2010-12-28T18:36:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the former [[Alchemist]] skills prior to being redesigned. The number of active and passive skills has been reduced to match the current skill layout for the canonical classes. Some skills have either been eliminated or combined to offer more useful skills and interesting gameplay. They are now being kept in reserve should the skill system change again. There are currently two former skill systems, which mirror the development of the canonical skills. The newest system on the main page simplifies the names of skills, eliminates the tree structure, and replaces passives with traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills (First System)===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Note: The skills will be marked as either being '''Unchanged''', '''Changed''', or '''Removed'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The Potion tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
**'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Muriatic Acid.&lt;br /&gt;
     &lt;br /&gt;
* '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
**'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Brimstone.&lt;br /&gt;
&lt;br /&gt;
* '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
**'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Phosphorous.&lt;br /&gt;
&lt;br /&gt;
* '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
**'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Aqua Fortis.&lt;br /&gt;
&lt;br /&gt;
* '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
**'''&amp;gt;Changed'''- Name changed to Potent Catalyst, effect lasts for 5 seconds.&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also deals physical damage.&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
**'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now has effect of Transcendence in Hex Field Tree.&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
**'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
'''&amp;gt;Changed'''- Skill might replenish health of allies as well (to be determined).&lt;br /&gt;
&lt;br /&gt;
* '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
     &lt;br /&gt;
* '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
**'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Archeus.&lt;br /&gt;
&lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
**'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
**'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Vulken's Wrath.&lt;br /&gt;
&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill will either alter Rune effects, or increase Alchemist's attack rating and critical strike damage (to be determined).&lt;br /&gt;
&lt;br /&gt;
* '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
**'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Chaos.&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
**'''''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 demons and the undead.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Peaceful Slumber.&lt;br /&gt;
&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now has effects of Equilibrium.&lt;br /&gt;
&lt;br /&gt;
* '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
**'''&amp;gt;Removed'''- Effects transfered to Empowered Psyche.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
**''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now pulls enemies in range toward center for 5 seconds. Explosion then deals arcane damage to all enemies in field.&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
**'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now includes effects of Spirit Sever.&lt;br /&gt;
&lt;br /&gt;
* '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
**'''&amp;gt;Removed'''- Effects transfered to Nepenthe.&lt;br /&gt;
&lt;br /&gt;
* '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
**'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now carries Alchemist towards target. Explosion upon landing deals fire damage.&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Balanced Humors.&lt;br /&gt;
&lt;br /&gt;
* '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill name changed to Cunning Research.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
**'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 5 seconds.&lt;br /&gt;
**'''&amp;gt;Changed'''- Effect now lasts over 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now includes effects of Qi Focus, now appears in Potions Skill Tree.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
**'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill name changed to Mark of Judgement. Skill marks one enemy with glow for 3-5 seconds, other enemies attracted to marked enemy. Marked enemy struck with lightning damage after 3-5 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
**'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc. &lt;br /&gt;
**'''&amp;gt;Changed'''- May also increase magic find (to be determined).&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills (Second System)===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Concoction&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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 then current skill design appears below:&lt;br /&gt;
&lt;br /&gt;
[[Image:Alchemist Skill Trees.JPG|975px|The completed skill trees.]]&lt;br /&gt;
&lt;br /&gt;
====Concoction Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.&lt;br /&gt;
&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Drop of Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 6 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''''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.'' &lt;br /&gt;
&lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Mystic Pattern''' - Passive Skill. May increase Rune effects, or increase Alchemist's Dexterity while within Hex Field (to be determined).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 6 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn (slowly lose mana/fury/instability).&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Research and Practice''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 6 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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).&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=19717</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=19717"/>
				<updated>2010-04-23T20:45:53Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Added Skill Trees Pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Concoction Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Concoction&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
[[Image:Alchemist Skill Trees.JPG|975px|The completed skill trees.]]&lt;br /&gt;
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====Concoction Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.&lt;br /&gt;
&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Drop of Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Tier 6 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''''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.'' &lt;br /&gt;
&lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Mystic Pattern''' - Passive Skill. May increase Rune effects, or increase Alchemist's Dexterity while within Hex Field (to be determined).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 6 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn (slowly lose mana/fury/instability).&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Research and Practice''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 6 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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]].&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Skill system has been completely redesigned. The trees have been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=File:Alchemist_Skill_Trees.JPG&amp;diff=19716</id>
		<title>File:Alchemist Skill Trees.JPG</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=File:Alchemist_Skill_Trees.JPG&amp;diff=19716"/>
				<updated>2010-04-23T20:07:58Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Complete Skill Trees for the Alchemist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Complete Skill Trees for the Alchemist.&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18911</id>
		<title>Alchemist Skill Rune Effects</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18911"/>
				<updated>2010-04-14T16:55:29Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a rough idea of the effects of [[Skill Runes]] on the [[Alchemist]]'s skills -although the skill rune system has not yet been completed. It is not yet known how many kinds of skill runes exist or the extent of their effects, thus many of the effects listed here are likely to change as more is revealed. So far there appear to be 5 kinds of skill runes: &lt;br /&gt;
&lt;br /&gt;
*Energy Rune - Most likely affects the cost of the skill.&lt;br /&gt;
*Viper Rune - Seems to add effect to slain enemies.&lt;br /&gt;
*Hydra - Multiplies the skill effect in some way.&lt;br /&gt;
*Force - Increases the skill effect in some way&lt;br /&gt;
*Striking - Adds additional attack or effect to the skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. Skill runes alter the behavior and damage of a skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Concoction Skills====&lt;br /&gt;
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. The effects of skill runes on these four skills may de different depending on if it is used as a buff or an attack (indicated by ''Effect 1/Effect 2'').&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within the cloud release a small cloud of Brimstone for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - The cloud follows enemies as they leave it for X distance.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the duration of the cloud.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies within the cloud receive X Fire damage per second.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies' corpses are electrified for X seconds and deal Lightning damage to nearby enemies.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increases attack speed / ''Effect 2'' - While potion is in air, lightning strikes random enemies in path.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Caster or ally becomes charged for X seconds, dealing Lightning damage to any enemy that strikes them / ''Effect 2'' - Increases the frequency and damages of spasms.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies explode, dealing Fire and Physical damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - X number of secondary explosions radiate from the initial explosion that deal % damage.&lt;br /&gt;
**'''Force Rune Effect''' - More powerful explosion, increased damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Greated knockback, increased stun duration.&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain in Pitch become frozen statues of tar (colored black) that explodes Pitch onto the next enemy that approaches.&lt;br /&gt;
**'''Hydra Rune Effect''' - Pitch continues to spread in the direction casted.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the slowing effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies suffer constant Physical damage.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release wave of Cold damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance to cast an additional Aqua Vitae potion for no extra cost.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - Increases the chilling effect and freezing chance.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release a small cloud of poison that deals X Poison damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Each strike on enemy releases small cloud of poison for X seconds. ''Effect 2'' - While potion is in air, it leaves behind a trail of poison.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - Caster or ally becomes charged for X seconds, dealing Poison damage to any enemy that strikes them / ''Effect 2'' - Decreases the duration| of poison effect (making it damage faster) when enemy is moving.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies continue to burn for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increase physical range of damage. ''Effect 2'' - Increases size of poiton splash.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Enemies ignite when struck. ''Effect 2'' - Increase the burn duration of an enemy even when passed to another enemy. &lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Adds % chance that slain enemies release a health globe.&lt;br /&gt;
**'''Hydra Rune Effect''' - Cloud spreads and seeks out nearby enemies.&lt;br /&gt;
**'''Force Rune Effect''' - Increases duration of life drain effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive Arcane damage while affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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. Skill rune boosts that affect the caster or allies stats/attack or adds an effect the the enemy only apply while they are within the field.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field increase caster and allies' attack damage by % for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - Caster and allies attack X more times with each attack (like Paladin's Zeal).&lt;br /&gt;
**'''Force Rune Effect''' - Increases the critical strike damage of caster and allies.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies are knocked back when the field is initially casted.&lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field increase the caster's elemental resistances by % for 10 seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - The field sends out a wave attack of X random elemental damage every 3 seconds.&lt;br /&gt;
**'''Force Rune Effect''' - Enemies' elemental resistances take X seconds to return to previous state after field dissipates.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies are slowed by %.&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain withing field restore X life to caster.&lt;br /&gt;
**'''Hydra Rune Effect''' - Field multiplies and spreads out as smaller fields for X seconds when original field dissipates.&lt;br /&gt;
**'''Force Rune Effect''' - Affected area continues to burn for X seconds after field dissipates.&lt;br /&gt;
**'''Striking Rune Effect''' - Field deals extra Fire damage when initially casted.&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain by dead spirit increase spirit's duration by X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - Slain enemy has % chance to release 2 spirits.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack of spirits.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive X Physical damage when health is below 10%.&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - When enemy dies within field, all other enemies within field receive % damage of killing blow.&lt;br /&gt;
**'''Hydra Rune Effect''' - Field slowly expands for duration.&lt;br /&gt;
**'''Force Rune Effect''' - Caster's damage recieved is reduced by %, this does not reduce the damage received by enemies for attacking caster.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive X physical damage when crossing border of field.&lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field release magic missiles at % of field damage that move outward.&lt;br /&gt;
**'''Hydra Rune Effect''' - Field releases 3 additional after-explosions that decrease in damage by %.&lt;br /&gt;
**'''Force Rune Effect''' - Increases damage done to demon and undead class enemies.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive X Arcane damage when trying to leave field.&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field store X mana to caster.&lt;br /&gt;
**'''Hydra Rune Effect''' - Enemies withing field attack each other.&lt;br /&gt;
**'''Force Rune Effect''' - Enemies receive % damage of their own spell damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies are silence for X seconds when field is initially casted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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. Skill runes add the most noticeable gameplay variations to this tree.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies become fireballs that are levitated towards random nearby enemy to deal X Fire damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Caster randomly attacks enemies in path with weapon before landing.&lt;br /&gt;
**'''Force Rune Effect''' - Increases size and damage of landing explosion.&lt;br /&gt;
**'''Striking Rune Effect''' - Burn area lingers for X seconds at takeoff and landing areas.&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release charged bolts.&lt;br /&gt;
**'''Hydra Rune Effect''' - Increases the range of effect.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the damage over time when uninterrupted.&lt;br /&gt;
**'''Striking Rune Effect''' - Increases the chance to stun enemies and the stun duration.&lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release burst of flame.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance that when burning enemy comes in contact with another enemy, other enemy is ignited for 1/2 duration.&lt;br /&gt;
**'''Force Rune Effect''' - Burning enemy leaves wake of fire that lasts for X seconds.&lt;br /&gt;
**'''Striking Rune Effect''' - Other enemies in range receive % Fire damage over time.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies' corpses repel enemies, effect lasts X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - Chain lightning spreads to nearby enemies.&lt;br /&gt;
**'''Force Rune Effect''' - Increases damage by %, enemy is electrified for X seconds.&lt;br /&gt;
**'''Striking Rune Effect''' - Lightning strike stuns nearby enemies.&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies turn into pillars of salt (colored white) that attract other enemies to attack.&lt;br /&gt;
**'''Hydra Rune Effect''' - Increases spread of field.&lt;br /&gt;
**'''Force Rune Effect''' - Increases damage and adds knockback.&lt;br /&gt;
**'''Striking Rune Effect''' - Increases chance of critical strike.&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies have % chance to release 3 more tendrils.&lt;br /&gt;
**'''Hydra Rune Effect''' - Tendrils attack enemy multiple times.&lt;br /&gt;
**'''Force Rune Effect''' - Increases damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Adds % chance to lower enemies' armor by 50%.&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies add X seconds to Elemental's duration.&lt;br /&gt;
**'''Hydra Rune Effect''' - Increases movement speed and attack speed of Elemental.&lt;br /&gt;
**'''Force Rune Effect''' - Increases chance of critical strike and critical strike damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Elemental releases wave of damage upon being summoned and dispelled.&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release X additional particles.&lt;br /&gt;
**'''Hydra Rune Effect''' - More particles released.&lt;br /&gt;
**'''Force Rune Effect''' - Particles pierce enemies, dealing X less damage each time.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies silenced for X seconds when struck.&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18904</id>
		<title>Alchemist Skill Rune Effects</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18904"/>
				<updated>2010-04-13T19:09:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a rough idea of the effects of [[Skill Runes]] on the [[Alchemist]]'s skills -although the skill rune system has not yet been completed. It is not yet known how many kinds of skill runes exist or the extent of their effects, thus many of the effects listed here are likely to change as more is revealed. So far there appear to be 5 kinds of skill runes: &lt;br /&gt;
&lt;br /&gt;
*Energy Rune - Most likely affects the cost of the skill.&lt;br /&gt;
*Viper Rune - Seems to add effect to slain enemies.&lt;br /&gt;
*Hydra - Multiplies the skill effect in some way.&lt;br /&gt;
*Force - Increases the skill effect in some way&lt;br /&gt;
*Striking - Adds additional attack or effect to the skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. Skill runes alter the behavior and damage of a skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Concoction Skills====&lt;br /&gt;
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. The effects of skill runes on these four skills may de different depending on if it is used as a buff or an attack (indicated by ''Effect 1/Effect 2'').&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within the cloud release a small cloud of Brimstone for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - The cloud follows enemies as they leave it for X distance.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the duration of the cloud.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies within the cloud receive X Fire damage per second.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies' corpses are electrified for X seconds and deal Lightning damage to nearby enemies.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increases attack speed / ''Effect 2'' - While potion is in air, lightning strikes random enemies in path.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Caster or ally becomes charged for X seconds, dealing Lightning damage to any enemy that strikes them / ''Effect 2'' - Increases the frequency and damages of spasms.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies explode, dealing Fire and Physical damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - X number of secondary explosions radiate from the initial explosion that deal % damage.&lt;br /&gt;
**'''Force Rune Effect''' - More powerful explosion, increased damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Greated knockback, increased stun duration.&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain in Pitch become frozen statues of tar (colored black) that explodes Pitch onto the next enemy that approaches.&lt;br /&gt;
**'''Hydra Rune Effect''' - Pitch continues to spread in the direction casted.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the slowing effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies suffer constant Physical damage.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release wave of Cold damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance to cast an additional Aqua Vitae potion for no extra cost.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - Increases the chilling effect and freezing chance.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release a small cloud of poison that deals X Poison damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Each strike on enemy releases small cloud of poison for X seconds. ''Effect 2'' - While potion is in air, it leaves behind a trail of poison.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - Caster or ally becomes charged for X seconds, dealing Poison damage to any enemy that strikes them / ''Effect 2'' - Decreases the duration| of poison effect (making it damage faster) when enemy is moving.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies continue to burn for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increase physical range of damage. ''Effect 2'' - Increases size of poiton splash.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Enemies ignite when struck. ''Effect 2'' - Increase the burn duration of an enemy even when passed to another enemy. &lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Adds % chance that slain enemies release a health globe.&lt;br /&gt;
**'''Hydra Rune Effect''' - Cloud spreads and seeks out nearby enemies.&lt;br /&gt;
**'''Force Rune Effect''' - Increases duration of life drain effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive Arcane damage while affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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. Skill rune boosts that affect the caster or allies stats/attack or adds an effect the the enemy only apply while they are within the field.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field increase caster and allies' attack damage by % for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - Caster and allies attack X more times with each attack (like Paladin's Zeal).&lt;br /&gt;
**'''Force Rune Effect''' - Increases the critical strike damage of caster and allies.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies are knocked back when the field is initially casted.&lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field increase the caster's elemental resistances by % for 10 seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - The field sends out a wave attack of X random elemental damage every 3 seconds.&lt;br /&gt;
**'''Force Rune Effect''' - Enemies' elemental resistances take X seconds to return to previous state after field dissipates.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies are slowed by %.&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain withing field restore X life to caster.&lt;br /&gt;
**'''Hydra Rune Effect''' - Field multiplies and spreads out as smaller fields for X seconds when original field dissipates.&lt;br /&gt;
**'''Force Rune Effect''' - Affected area continues to burn for X seconds after field dissipates.&lt;br /&gt;
**'''Striking Rune Effect''' - Field deals extra Fire damage when initially casted.&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain by dead spirit increase spirit's duration by X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - Slain enemy has % chance to release 2 spirits.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack of spirits.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive X Physical damage when health is below 10%.&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - When enemy dies within field, all other enemies within field receive % damage of killing blow.&lt;br /&gt;
**'''Hydra Rune Effect''' - Field slowly expands for duration.&lt;br /&gt;
**'''Force Rune Effect''' - Caster's damage recieved is reduced by %, this does not reduce the damage received by enemies for attacking caster.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive X physical damage when crossing border of field.&lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field release magic missiles at % of field damage that move outward.&lt;br /&gt;
**'''Hydra Rune Effect''' - Field releases 3 additional after-explosions that decrease in damage by %.&lt;br /&gt;
**'''Force Rune Effect''' - Increases damage done to demon and undead class enemies.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive X Arcane damage when trying to leave field.&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within field store X mana to caster.&lt;br /&gt;
**'''Hydra Rune Effect''' - Enemies withing field attack each other.&lt;br /&gt;
**'''Force Rune Effect''' - Enemies receive % damage of their own spell damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies are silence for X seconds when field is initially casted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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. Skill runes add the most noticeable gameplay variations to this tree.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies become fireballs that are levitated towards random nearby enemy to deal X Fire damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Caster randomly attacks enemies in path with weapon before landing.&lt;br /&gt;
**'''Force Rune Effect''' - Increases size and damage of landing explosion.&lt;br /&gt;
**'''Striking Rune Effect''' - Burn area lingers for X seconds at takeoff and landing areas.&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release charged bolts.&lt;br /&gt;
**'''Hydra Rune Effect''' - Increases the range of effect.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the damage over time when uninterrupted.&lt;br /&gt;
**'''Striking Rune Effect''' - Increases the chance to stun enemies and the stun duration.&lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release burst of flame.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance that when burning enemy comes in contact with another enemy, other enemy is ignited for 1/2 duration.&lt;br /&gt;
**'''Force Rune Effect''' - Burning enemy leaves wake of fire that lasts for X seconds.&lt;br /&gt;
**'''Striking Rune Effect''' - Other enemies in range receive % Fire damage over time.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies' corpses repel enemies, effect lasts X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - Chain lightning spreads to nearby enemies.&lt;br /&gt;
**'''Force Rune Effect''' - Increases damage by %, enemy is electrified for X seconds.&lt;br /&gt;
**'''Striking Rune Effect''' - Lightning strike stuns nearby enemies.&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' -&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18903</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18903"/>
				<updated>2010-04-13T18:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Concoction Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
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'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Concoction&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
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====Concoction Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
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* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
* '''Drop of Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.&lt;br /&gt;
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====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''''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.'' &lt;br /&gt;
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* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn (slowly lose mana/fury/instability).&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.&lt;br /&gt;
* '''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).&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Research and Practice''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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]].&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Skill system has been completely redesigned. It will be better organized into tiers in the near future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18863</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18863"/>
				<updated>2010-04-12T22:10:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: adding link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Concoction Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. 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.&lt;br /&gt;
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&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Concoction&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
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====Concoction Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
* '''Drop of Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''''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.'' &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and are silenced.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.&lt;br /&gt;
* '''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).&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Research and Practice''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''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]].&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Skill system has been completely redesigned. It will be better organized into tiers in the near future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18862</id>
		<title>Alchemist Skill Rune Effects</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18862"/>
				<updated>2010-04-12T22:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a rough idea of the effects of [[Skill Runes]] on the [[Alchemist]]'s skills -although the skill rune system has not yet been completed. It is not yet known how many kinds of skill runes exist or the extent of their effects, thus many of the effects listed here are likely to change as more is revealed. So far there appear to be 5 kinds of skill runes: &lt;br /&gt;
&lt;br /&gt;
*Energy Rune - Most likely affects the cost of the skill.&lt;br /&gt;
*Viper Rune - Seems to add effect to slain enemies.&lt;br /&gt;
*Hydra - Multiplies the skill effect in some way.&lt;br /&gt;
*Force - Increases the skill effect in some way&lt;br /&gt;
*Striking - Adds additional attack or effect to the skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. Skill runes alter the behavior and damage of a skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Concoction Skills====&lt;br /&gt;
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. The effects of skill runes on these four skills may de different depending on if it is used as a buff or an attack (indicated by ''Effect 1/Effect 2''.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within the cloud release a small cloud of Brimstone for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - The cloud follows enemies as they leave it for X distance.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the duration of the cloud.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies within the cloud receive X Fire damage per second.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies' corpses are electrified for X seconds and deal Lightning damage to nearby enemies.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increases attack speed / ''Effect 2'' - While potion is in air, lightning strikes random enemies in path.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Enemies spasm when struck / ''Effect 2'' - Increases the frequency and damages of spasms.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies explode, dealing Fire and Physical damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - X number of secondary explosions radiate from the initial explosion that deal % damage.&lt;br /&gt;
**'''Force Rune Effect''' - More powerful explosion, increased damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Greated knockback, increased stun duration.&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain in Pitch become frozen statues of tar (colored black) that explodes Pitch onto the next enemy that approaches.&lt;br /&gt;
**'''Hydra Rune Effect''' - Pitch continues to spread in the direction casted.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the slowing effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies suffer constant Physical damage.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release wave of Cold damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance to cast an additional Aqua Vitae potion for no extra cost.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - Increases the chilling effect and freezing chance.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release a small cloud of poison that deals X Poison damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance to cast an additional Ichor potion for no extra cost.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Each strike on enemy releases small cloud of poison for X seconds. ''Effect 2'' - While potion is in air, it leaves behind a trail of poison.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies continue to burn for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increase physical range of damage. ''Effect 2'' - Increases size of poiton splash.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Enemies ignite when struck. ''Effect 2'' - Increase the burn duration of an enemy even when passed to another enemy. &lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Adds % chance that slain enemies release a health globe.&lt;br /&gt;
**'''Hydra Rune Effect''' - Cloud spreads and seeks out nearby enemies.&lt;br /&gt;
**'''Force Rune Effect''' - Increases duration of life drain effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive Arcane damage while affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and are silenced.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' -&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18861</id>
		<title>Alchemist Skill Rune Effects</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Alchemist_Skill_Rune_Effects&amp;diff=18861"/>
				<updated>2010-04-12T22:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Created page with 'This is a rough idea of the effects of Skill Runes on the Alchemist's skills -although the skill rune system has not yet been completed. It is not yet known how many kinds of…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a rough idea of the effects of [[Skill Runes]] on the Alchemist's skills -although the skill rune system has not yet been completed. It is not yet known how many kinds of skill runes exist or the extent of their effects, thus many of the effects listed here are likely to change as more is revealed. So far there appear to be 5 kinds of skill runes: &lt;br /&gt;
&lt;br /&gt;
*Energy Rune - Most likely affects the cost of the skill.&lt;br /&gt;
*Viper Rune - Seems to add effect to slain enemies.&lt;br /&gt;
*Hydra - Multiplies the skill effect in some way.&lt;br /&gt;
*Force - Increases the skill effect in some way&lt;br /&gt;
*Striking - Adds additional attack or effect to the skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. Skill runes alter the behavior and damage of a skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Concoction Skills====&lt;br /&gt;
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. The effects of skill runes on these four skills may de different depending on if it is used as a buff or an attack (indicated by ''Effect 1/Effect 2''.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain within the cloud release a small cloud of Brimstone for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - The cloud follows enemies as they leave it for X distance.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the duration of the cloud.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies within the cloud receive X Fire damage per second.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies' corpses are electrified for X seconds and deal Lightning damage to nearby enemies.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increases attack speed / ''Effect 2'' - While potion is in air, lightning strikes random enemies in path.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Enemies spasm when struck / ''Effect 2'' - Increases the frequency and damages of spasms.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies explode, dealing Fire and Physical damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - X number of secondary explosions radiate from the initial explosion that deal % damage.&lt;br /&gt;
**'''Force Rune Effect''' - More powerful explosion, increased damage.&lt;br /&gt;
**'''Striking Rune Effect''' - Greated knockback, increased stun duration.&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Enemies slain in Pitch become frozen statues of tar (colored black) that explodes Pitch onto the next enemy that approaches.&lt;br /&gt;
**'''Hydra Rune Effect''' - Pitch continues to spread in the direction casted.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the slowing effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies suffer constant Physical damage.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release wave of Cold damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance to cast an additional Aqua Vitae potion for no extra cost.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - Increases the chilling effect and freezing chance.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies release a small cloud of poison that deals X Poison damage.&lt;br /&gt;
**'''Hydra Rune Effect''' - Adds % chance to cast an additional Ichor potion for no extra cost.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Each strike on enemy releases small cloud of poison for X seconds. ''Effect 2'' - While potion is in air, it leaves behind a trail of poison.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Slain enemies continue to burn for X seconds.&lt;br /&gt;
**'''Hydra Rune Effect''' - ''Effect 1'' - Increase physical range of damage. ''Effect 2'' - Increases size of poiton splash.&lt;br /&gt;
**'''Force Rune Effect''' - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).&lt;br /&gt;
**'''Striking Rune Effect''' - ''Effect 1'' - Enemies ignite when struck. ''Effect 2'' - Increase the burn duration of an enemy even when passed to another enemy. &lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - Adds % chance that slain enemies release a health globe.&lt;br /&gt;
**'''Hydra Rune Effect''' - Cloud spreads and seeks out nearby enemies.&lt;br /&gt;
**'''Force Rune Effect''' - Increases duration of life drain effect.&lt;br /&gt;
**'''Striking Rune Effect''' - Enemies receive Arcane damage while affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and are silenced.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' - &lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''Energy Rune Effect''' - Lowers cost of skill.&lt;br /&gt;
**'''Viper Rune Effect''' - &lt;br /&gt;
**'''Hydra Rune Effect''' - &lt;br /&gt;
**'''Force Rune Effect''' - &lt;br /&gt;
**'''Striking Rune Effect''' -&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18824</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18824"/>
				<updated>2010-04-06T15:59:46Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Concoction Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Concoction&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Concoction Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
* '''Drop of Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.&lt;br /&gt;
**'''''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.'' &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and are silenced.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.&lt;br /&gt;
* '''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).&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Research and Practice''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Skill system has been completely redesigned. It will be better organized into tiers in the near future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User:Veskin7_Bukito&amp;diff=18686</id>
		<title>User:Veskin7 Bukito</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User:Veskin7_Bukito&amp;diff=18686"/>
				<updated>2010-03-18T19:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Shinn Rune Pic 2.jpg|thumb|left]]&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Veskin7 /Bukito/.&lt;br /&gt;
I live in Bulgaria.&lt;br /&gt;
I am a self-taught artist and a bit of inventor. I have many ideas for Diablo 3 such as two new class propositions: Dragon Warrior and Aurian Mage, some new monsters and a whole new continent for the game.  &lt;br /&gt;
&lt;br /&gt;
==Fan Art==&lt;br /&gt;
Here's the link to my gallery at Deviantart. I will soon add the pictures here, but I recommend that you view them in deviantart, because you can enlarge the images and see the details. The link /click on images to enlarge them and click again to enlarge them again/:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://veskin7.deviantart.com/gallery/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Alchemist_Pic.jpg|thumb|left|'''Alchemist''']]&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see this picture on the '''[[Fan class:Alchemist|Alchemist Fan Class]]''' page by '''Kire''', but he swapped the colors /he likes it that way/. I decided that it would be good if you can see the original /my work/. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contributions==&lt;br /&gt;
&lt;br /&gt;
===Fan Classes===&lt;br /&gt;
* [[Fan class:Dragon Warrior|Dragon Warrior]]&lt;br /&gt;
* [[Fan class:Aurian Mage|Aurian Mage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Continent Proposition===&lt;br /&gt;
* [[Avien]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
* [[Fan class:Aurian Mage/Run Azar|Run Azar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fan Monsters===&lt;br /&gt;
* [[Fan monster:Death Claw|Death Claw]]&lt;br /&gt;
* [[Fan monster:Desert Cyclops|Desert Cyclops]]&lt;br /&gt;
* [[Fan monster:Dark Venom|Dark Venom]]&lt;br /&gt;
* [[Fan monster:Black Hand Mage|Black Hand Mage]]&lt;br /&gt;
* [[Fan monster:Kraken Soldier|Kraken Soldier]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Happy Birthday!==&lt;br /&gt;
Hey man, happy birthday! I am just now off to celebrate my GF's birthday :) Anyway, [http://forums.diii.net/showthread.php?t=744204 I made a thread here], to congratulate you as well, see you around! --[[User:Leord|Leord]] 18:21, 9 October 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
===Story Idea===&lt;br /&gt;
Glad to see that you posted the orginial drawing! I would have done so too, but I happened to invert the colors while I was messing around on Paint and thought it looked really cool. Hopefully I'll be able to add one with color soon. Thanks for the work! Oh, and I started on a [http://diablo.incgamers.com/forums/showthread.php?t=758723 story about Run Azar and the Orue Agea], check it out and tell me what you think.  --[[User:Kire|Kire]] 2:35, 18 March 2010 (CEST)&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18679</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18679"/>
				<updated>2010-03-17T16:46:58Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
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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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
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'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
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====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
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====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Concoction&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
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====Concoction Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
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* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Muriatic Acid''' - Active Skill. Adds Lightning damage to caster and allies' weapons, enemies may randomly spasm during X seconds after being struck -interrupting their current action.&lt;br /&gt;
**'''''Lore''': Not above conventional weaponry, an alchemist in combat can 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.&lt;br /&gt;
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* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers enemies' attack rating.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
* '''Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
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====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
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* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer mana burn.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
* '''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).&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
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====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
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* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Cunning Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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).&lt;br /&gt;
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====Leveling-Up Effects====&lt;br /&gt;
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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.&lt;br /&gt;
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-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
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====Skill Rune Effects====&lt;br /&gt;
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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.&lt;br /&gt;
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====Skill-Boosting Prefixes====&lt;br /&gt;
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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:&lt;br /&gt;
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'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
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'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
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'''Potion-Maker’s''' – 1 to all Concoction skills&lt;br /&gt;
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'''Herbalist’s''' – 2 to Concoction skills&lt;br /&gt;
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'''Apothecary’s''' – 3 to all Concoction skills&lt;br /&gt;
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'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
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'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
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'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
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'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
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'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
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'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
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==Development==&lt;br /&gt;
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.&lt;br /&gt;
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&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
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&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
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The Skill system has been completely redesigned. It will be better organized into tiers in the near future.&lt;br /&gt;
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==Media==&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|New Alchemist artwork -by '''Veskin7'''.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
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==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
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{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18678</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18678"/>
				<updated>2010-03-17T16:42:34Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: New artwork, Potion skill tree renamed Concoction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. 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.&lt;br /&gt;
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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.&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
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'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
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====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
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====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Concoction&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
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====Concoction Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
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* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Muriatic Acid''' - Active Skill. Adds Lightning damage to caster and allies' weapons, enemies may randomly spasm during X seconds after being struck -interrupting their current action.&lt;br /&gt;
**'''''Lore''': Not above conventional weaponry, an alchemist in combat can 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.&lt;br /&gt;
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* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers enemies' attack rating.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
* '''Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
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====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
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* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer mana burn.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
* '''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).&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
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====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Cunning Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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).&lt;br /&gt;
&lt;br /&gt;
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====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
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====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Concoction skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Skill system has been completely redesigned. It will be better organized into tiers in the near future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Alchemist-New.jpg|New Alchemist artwork.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=File:Alchemist-New.jpg&amp;diff=18677</id>
		<title>File:Alchemist-New.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=File:Alchemist-New.jpg&amp;diff=18677"/>
				<updated>2010-03-17T16:37:18Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: New artwork for the Alchemist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New artwork for the Alchemist.&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18618</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=18618"/>
				<updated>2010-03-12T20:36:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Redesigned Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The Potion tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Muriatic Acid''' - Active Skill. Adds Lightning damage to caster and allies' weapons, enemies may randomly spasm during X seconds after being struck -interrupting their current action.&lt;br /&gt;
**'''''Lore''': Not above conventional weaponry, an alchemist in combat can 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.&lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers enemies' attack rating.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
* '''Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer mana burn.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
* '''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).&lt;br /&gt;
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Active Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Passive Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
* '''Cunning Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Skill system has been completely redesigned. It will be better organized into tiers in the near future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have, especially concerning the skill system redesign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Former_Alchemist_Skills&amp;diff=18617</id>
		<title>Former Alchemist Skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Former_Alchemist_Skills&amp;diff=18617"/>
				<updated>2010-03-12T19:43:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Adding the link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the former [[Alchemist]] skills prior to being redesigned. The number of active and passive skills has been reduced to match the current skill layout for the canonical classes. Some skills have either been eliminated or combined to offer more useful skills and interesting gameplay. They are now being kept in reserve should the skill system change again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Note: The skills will be marked as either being '''Unchanged''', '''Changed''', or '''Removed'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The Potion tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
**'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Muriatic Acid.&lt;br /&gt;
     &lt;br /&gt;
* '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
**'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Brimstone.&lt;br /&gt;
&lt;br /&gt;
* '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
**'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Phosphorous.&lt;br /&gt;
&lt;br /&gt;
* '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
**'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Aqua Fortis.&lt;br /&gt;
&lt;br /&gt;
* '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
**'''&amp;gt;Changed'''- Name changed to Potent Catalyst, effect lasts for 5 seconds.&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also deals physical damage.&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
**'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now has effect of Transcendence in Hex Field Tree.&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
**'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
'''&amp;gt;Changed'''- Skill might replenish health of allies as well (to be determined).&lt;br /&gt;
&lt;br /&gt;
* '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
     &lt;br /&gt;
* '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
**'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Archeus.&lt;br /&gt;
&lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
**'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
**'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Vulken's Wrath.&lt;br /&gt;
&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill will either alter Rune effects, or increase Alchemist's attack rating and critical strike damage (to be determined).&lt;br /&gt;
&lt;br /&gt;
* '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
**'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Chaos.&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
**'''''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 demons and the undead.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Peaceful Slumber.&lt;br /&gt;
&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now has effects of Equilibrium.&lt;br /&gt;
&lt;br /&gt;
* '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
**'''&amp;gt;Removed'''- Effects transfered to Empowered Psyche.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
**''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now pulls enemies in range toward center for 5 seconds. Explosion then deals arcane damage to all enemies in field.&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
**'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now includes effects of Spirit Sever.&lt;br /&gt;
&lt;br /&gt;
* '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
**'''&amp;gt;Removed'''- Effects transfered to Nepenthe.&lt;br /&gt;
&lt;br /&gt;
* '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
**'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now carries Alchemist towards target. Explosion upon landing deals fire damage.&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Balanced Humors.&lt;br /&gt;
&lt;br /&gt;
* '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill name changed to Cunning Research.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
**'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 5 seconds.&lt;br /&gt;
**'''&amp;gt;Changed'''- Effect now lasts over 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now includes effects of Qi Focus, now appears in Potions Skill Tree.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
**'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill name changed to Mark of Judgement. Skill marks one enemy with glow for 3-5 seconds, other enemies attracted to marked enemy. Marked enemy struck with lightning damage after 3-5 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
**'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc. &lt;br /&gt;
**'''&amp;gt;Changed'''- May also increase magic find (to be determined).&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Former_Alchemist_Skills&amp;diff=18616</id>
		<title>Former Alchemist Skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Former_Alchemist_Skills&amp;diff=18616"/>
				<updated>2010-03-12T19:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Created page with 'These are the former Alchemist skills prior to being redesigned. The number of active and passive skills has been reduced to match the current skill layout for the canonical clas…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the former Alchemist skills prior to being redesigned. The number of active and passive skills has been reduced to match the current skill layout for the canonical classes. Some skills have either been eliminated or combined to offer more useful skills and interesting gameplay. They are now being kept in reserve should the skill system change again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Note: The skills will be marked as either being '''Unchanged''', '''Changed''', or '''Removed'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The Potion tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
**'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Muriatic Acid.&lt;br /&gt;
     &lt;br /&gt;
* '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
**'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Brimstone.&lt;br /&gt;
&lt;br /&gt;
* '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
**'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Phosphorous.&lt;br /&gt;
&lt;br /&gt;
* '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
**'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Aqua Fortis.&lt;br /&gt;
&lt;br /&gt;
* '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
**'''&amp;gt;Changed'''- Name changed to Potent Catalyst, effect lasts for 5 seconds.&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also deals physical damage.&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
**'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now has effect of Transcendence in Hex Field Tree.&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
**'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
'''&amp;gt;Changed'''- Skill might replenish health of allies as well (to be determined).&lt;br /&gt;
&lt;br /&gt;
* '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
     &lt;br /&gt;
* '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
**'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Archeus.&lt;br /&gt;
&lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
**'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
**'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Vulken's Wrath.&lt;br /&gt;
&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill will either alter Rune effects, or increase Alchemist's attack rating and critical strike damage (to be determined).&lt;br /&gt;
&lt;br /&gt;
* '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
**'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Chaos.&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
**'''''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 demons and the undead.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill also includes effects of Peaceful Slumber.&lt;br /&gt;
&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now has effects of Equilibrium.&lt;br /&gt;
&lt;br /&gt;
* '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
**'''&amp;gt;Removed'''- Effects transfered to Empowered Psyche.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
**''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now pulls enemies in range toward center for 5 seconds. Explosion then deals arcane damage to all enemies in field.&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
**'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now includes effects of Spirit Sever.&lt;br /&gt;
&lt;br /&gt;
* '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
**'''&amp;gt;Removed'''- Effects transfered to Nepenthe.&lt;br /&gt;
&lt;br /&gt;
* '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
**'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now carries Alchemist towards target. Explosion upon landing deals fire damage.&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
**'''&amp;gt;Removed'''- Skill effects have been combined with Balanced Humors.&lt;br /&gt;
&lt;br /&gt;
* '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill name changed to Cunning Research.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
**'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 5 seconds.&lt;br /&gt;
**'''&amp;gt;Changed'''- Effect now lasts over 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill now includes effects of Qi Focus, now appears in Potions Skill Tree.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
**'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
**'''&amp;gt;Changed'''- Skill name changed to Mark of Judgement. Skill marks one enemy with glow for 3-5 seconds, other enemies attracted to marked enemy. Marked enemy struck with lightning damage after 3-5 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
**'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
**'''&amp;gt;Unchanged'''&lt;br /&gt;
&lt;br /&gt;
* '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
**'''&amp;gt;Removed'''&lt;br /&gt;
&lt;br /&gt;
* '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc. &lt;br /&gt;
**'''&amp;gt;Changed'''- May also increase magic find (to be determined).&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=16026</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=16026"/>
				<updated>2009-11-17T19:23:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist-Male.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The Potion tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
**'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
* '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
**'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
&lt;br /&gt;
* '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
* '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
* '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
**'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
* '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
**'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
&lt;br /&gt;
* '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
* '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
&lt;br /&gt;
* '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
&lt;br /&gt;
* '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
**'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
&lt;br /&gt;
* '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
&lt;br /&gt;
* '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
* '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
**'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
* '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
* '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
     &lt;br /&gt;
* '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
**'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
* '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
* '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
**'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
* '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
**'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
* '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
&lt;br /&gt;
* '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
**'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
* '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
**'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
* '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
* '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
* '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
&lt;br /&gt;
* '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
&lt;br /&gt;
* '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
**''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
* '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
**'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
* '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
* '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
&lt;br /&gt;
* '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 1 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
**'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
* '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
* '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 2 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
**'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
* '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
**'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 5 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
* '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 3 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
**'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
&lt;br /&gt;
* '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
* '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 4 Skills&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
* '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
&lt;br /&gt;
* '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tier 5 Skills&amp;lt;/u&amp;gt;:''' &lt;br /&gt;
&lt;br /&gt;
* '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
**'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
**'''''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.''&lt;br /&gt;
&lt;br /&gt;
* '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
* '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
* '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc.&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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My thanks to my cousin Jeffrey for helping design original male and female versions with whatever programs he uses.&lt;br /&gt;
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&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
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{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=15978</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=15978"/>
				<updated>2009-11-16T18:51:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
|catesxlude= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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 &amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; in the passage &amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot;:&lt;br /&gt;
::&amp;quot;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.&amp;quot; -Arlore Geid&lt;br /&gt;
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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 [[Kurast]]. 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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
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As the insidious reaches of Hell creep forth onto the mortal plane, 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.&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
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'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
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====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The alchemist skills are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* Potion&lt;br /&gt;
* Hex Field&lt;br /&gt;
* Phenomenon&lt;br /&gt;
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.&lt;br /&gt;
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====Potion Skills====&lt;br /&gt;
The Potion tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Tier 1 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
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&amp;gt; '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
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&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
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&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
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'''Tier 3 Skills:''' &lt;br /&gt;
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&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
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&amp;gt; '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
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&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
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'''Tier 4 Skills:'''&lt;br /&gt;
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&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
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&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
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&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''Tier 5 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Tier 1 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 Skills:'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''Tier 5 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Tier 1 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage over 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 Skills:'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''Tier 5 Skills:''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc.&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;Opus Mensurae Firmamentorum&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;The Work of Measuring the Expanse&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;u&amp;gt;De Terra et Ceteris Paribus Superiorque Inferiorque&amp;lt;/u&amp;gt;&amp;quot; - &amp;quot;Concerning the Earth and All Others Being Equal, Higher, and Lower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Alchemist-Male.jpg|A male Alchemist.&lt;br /&gt;
Image:Alchemist-Female.jpg|A female Alchemist.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My thanks to my cousin Jeffrey for helping design the male and female versions with whatever programs he uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan creation navbox}}&lt;br /&gt;
{{Class navbox}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=File:Alchemist-Female.jpg&amp;diff=15977</id>
		<title>File:Alchemist-Female.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=File:Alchemist-Female.jpg&amp;diff=15977"/>
				<updated>2009-11-16T18:20:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: A female Alchemist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A female Alchemist&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=File:Alchemist-Male.jpg&amp;diff=15976</id>
		<title>File:Alchemist-Male.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=File:Alchemist-Male.jpg&amp;diff=15976"/>
				<updated>2009-11-16T18:19:08Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: A male Alchemist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A male Alchemist&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade_talk:Nomad&amp;diff=15764</id>
		<title>Fanmade talk:Nomad</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade_talk:Nomad&amp;diff=15764"/>
				<updated>2009-11-11T17:56:36Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Created page with 'Great class design. The name is short and sweet (like the other D3 names) and the skills are creative. The Nomad would make a good ranged/caster character for D3. Keep on develop…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great class design. The name is short and sweet (like the other D3 names) and the skills are creative. The Nomad would make a good ranged/caster character for D3. Keep on developing him! --[[User:Kire|Kire]] 11:55, 11 November 2009 (CEST)&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=11934</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=11934"/>
				<updated>2009-08-31T17:12:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kurast]]. 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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the insidious reaches of Hell creep forth onto the mortal plane, 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage over 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc.&lt;br /&gt;
&lt;br /&gt;
====Leveling-Up Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original artwork will be added as soon as I can have someone with artistic skills help me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10522</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10522"/>
				<updated>2009-08-05T17:15:38Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans, especially [[Priests of Rathma]]&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
}}&lt;br /&gt;
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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 and 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''. &lt;br /&gt;
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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 [[Kurast]]. 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 &amp;quot;two sides of the same coin.&amp;quot;&lt;br /&gt;
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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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
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As the insidious reaches of Hell creep forth onto the mortal plane, 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.&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
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'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
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====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
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====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
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====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
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'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
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&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
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&amp;gt; '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
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&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
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&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
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&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
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&amp;gt; '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
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&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
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&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
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&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
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&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
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'''[[Tier 5 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
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&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
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&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
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&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
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====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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.&lt;br /&gt;
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'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
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&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
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&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
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&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
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&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
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&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
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&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
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&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
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&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
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&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
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&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
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&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
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&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
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&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
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&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
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'''[[Tier 5 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
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&amp;gt; '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
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&amp;gt; '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
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&amp;gt; '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
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&amp;gt; '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
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====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
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'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
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&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
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&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
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&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
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&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage over 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc.&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original artwork will be added as soon as I can have someone with artistic skills help me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:LonelyAnon&amp;diff=10493</id>
		<title>User talk:LonelyAnon</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:LonelyAnon&amp;diff=10493"/>
				<updated>2009-07-17T17:53:47Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==My Compliments to You==&lt;br /&gt;
&lt;br /&gt;
I think this class idea has a LOT of potential. I like how it gets away from the traditional idea of brute force for a melee character. I especially think the Swordplay Skills could be very interesting. They could bring an elegant style of play and martial arts that we failed to see with the assassin. Maybe the Artisan could use certains martial art styles or stances to enhance his swordfighting in some way. Anyway, I hope you get to keep coming up with more on the class. I'm really interested in how it could turn out.--[[User:Kire|Kire]] 19:53, 17 July 2009 (CEST)&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10488</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10488"/>
				<updated>2009-07-16T20:08:32Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kurast]]. 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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage of targets in area, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster and allies when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and/or items' magic effects)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below %.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage over 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life is below %.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage and % increased defense for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc.&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original artwork will be added as soon as I can have someone with artistic skills help me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10473</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10473"/>
				<updated>2009-07-12T20:33:46Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kurast]]. 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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and items' magic effects)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Chaos''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below 5%.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage for 15 seconds when touched by Prima Materia tendril. The increased damage is in proportion to the attack damage of Prima Materia.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc.&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
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==Development==&lt;br /&gt;
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. &lt;br /&gt;
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==Media==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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Original artwork will be added as soon as I can have someone with artistic skills help me.&lt;br /&gt;
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==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
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{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10472</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10472"/>
				<updated>2009-07-12T20:32:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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''. &lt;br /&gt;
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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 [[Kurast]]. 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. &lt;br /&gt;
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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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
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'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
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.&lt;br /&gt;
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====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
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====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
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====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
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&amp;gt; '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
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&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
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&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
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&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
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&amp;gt; '''Boiling Tar''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
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&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
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&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
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&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Hoarfrost''' - Passive Skill. Increases Cold damage to Aqua Vitae.&lt;br /&gt;
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&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
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'''[[Tier 5 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
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&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
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&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
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&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.&lt;br /&gt;
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====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
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&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
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&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
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&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
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&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
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&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
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&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
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&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
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&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
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&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Greater Logic''' - Passive Skill. Increases the base mana gained in proportion to character level.&lt;br /&gt;
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&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and items' magic effects)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. Alchemist receives % bonus to Defense when mana is below 5%.&lt;br /&gt;
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&amp;gt; '''Order''' - Passive Skill. Lowers cost of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies it passes through in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts and chills monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 even as it drained the heat from them. 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 and chill his enemies before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystals skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive % increased attack damage for 15 seconds when touched by Prima Materia tendril. The increased damage is in proportion to the attack damage of Prima Materia.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc.&lt;br /&gt;
&lt;br /&gt;
====Skill Rune Effects====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original artwork will be added as soon as I can have someone with artistic skills help me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10463</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10463"/>
				<updated>2009-07-10T17:28:36Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fanclass|'''Kire'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kurast]]. 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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Most alchemist skills require a decent amount of [[mana]], so [[Willpower]] is an important attribute. 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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The distribution of attributes has yet to have been determined.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alembic''' - Passive Skill. Decreases the cost of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''High Temperatures''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Hoarfrost''' - Passive Skill. Adds Cold damage to Aqua Vitae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Potency''' - Passive Skill. Increases damage of [[DoT]] acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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 cannot be cast, 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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Greater Logic''' - Passive Skill. Increases the mana gained from points in Willpower.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and items' magic effects)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increases the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost and Increases duration of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 beauty and the fact that it did not burn the ship. 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 before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystal skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive increased attack damage for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Increases the health gained from health orbs, increases the amount dropped by enemies and chests or stashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10448</id>
		<title>User talk:Leord/1</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10448"/>
				<updated>2009-07-09T16:27:45Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome==&lt;br /&gt;
Feel free to leave a message =) --[[User:Leord|Leord]] 18:16, 21 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signing posts==&lt;br /&gt;
Hi Leord: I got your message but I am not sure about the best way to answer to you. In fact, editing this post is the only way I could think of. How do you make sure there is a new message tag that pops up on your account when I send you a message? Anyways, yes I am currently trying to update the prefixes and suffixes data on diabloII wiki. I am not that experienced with Wiki (I work trial and error mostly) but I have been playing Diablo for 5 years so I know the game pretty well now. (unsigned: 08:33, 26 August 2008 [[User_talk:Widus|Widus]])&lt;br /&gt;
&lt;br /&gt;
: Cool! Well, take a look at this talk page, this is basically how to do it. Just remember to sign your posts on talk pages, to make it easier to see who posted =) Just make any edit on my talk page, and I'll get a small notification next time I log in to the wiki. To reply, just use &amp;quot;:&amp;quot; in front of the text, like I did here, and make a new headline for new topics. Make new headlines on top. We can keep discussions on one page, instead of flip-flopping here and there, and I assume my talk page will become quite busy, so lots of interesting things will be dealt with here ^^ I must say that you seem to be doing fine, and the prefixes and suffixes are important parts of Diablo, so great Kudos to you! Feel free to come back here and ask me for anything, small or big, I'm here to help =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Great. Thanks! [[User_talk:Widus|Widus]] (11:51, 28 August 2008)&lt;br /&gt;
&lt;br /&gt;
==Question about signatures and Diablo III fact page==&lt;br /&gt;
&lt;br /&gt;
Hello Leord! &lt;br /&gt;
&lt;br /&gt;
Should I sign every page I edit? I understand signing the user pages and so on, but lots of times the edit can be only a small one and I don't want to take credit for it by signing the whole page. Could you clear this one up for me? When should I use signatures?&lt;br /&gt;
&lt;br /&gt;
Also, is there a Diablo III fact page yet? The kind of page which collects all the interesting facts about the game: release date, number of acts, playable character classes, game engine and so on. Not an in-depth article, just a quick &amp;quot;fact sheet&amp;quot; so people won't have to search all those little pieces of information all by themselves across the wiki. As the [http://www.boomtown.net/en_uk/articles/art.view.php?id=16571 recent boomtown article] tells us there's going to be four acts and confirmes once again that there's five character classes, it might be enough to start such a &amp;quot;fact page&amp;quot;, especially when the news are that the barbarian is the only recurring character class. --[[User:Mouseman|Mouseman]] 08:41, 23 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Hi Mouseman. You should only sign talk page edits. As for any other page, they would be cluttered with signs everywhere, and we're doing this as a communal project, so everyone's edits (that are not vandalism) are welcome and appreciated.&lt;br /&gt;
&lt;br /&gt;
: The fact sheet is a great idea, and while we don't have one, I'd post it in the news even if you did something out of the [[Fact Sheet]]. I think we have the official sheet laying about, I know Flux mentioned it in the news recently, might be in the [http://www.diii.net/articles/ Diii.net articles section]... Something to start from, and add to. Probably not that advanced, and the Boomtown article might be some cheat sheet help as well. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Minor Edits? ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord,&amp;lt;br/&amp;gt; &lt;br /&gt;
Question for you: does flagging an edit as minor yield some advantage when dealing with the revision history?  What is the threshold for determining whether an edit is a minor change (i.e. is there a convention or is it mostly for typos)?&amp;lt;br/&amp;gt;&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:29, 23 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Good question! We currently do not have a convention for it, and the main reasoning is to be able to hide it in the [[Special:Recent Changes|Recent Changes]]. So, for right now, please do check it if it's minor, but if you don't, it's no biggie. I'd say that typo changes, or changing a word in a sentence to make it easier to understand is placed as &amp;quot;minor&amp;quot;. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Horodric Cube ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord. You left a coment on [http://diablo2.diablowiki.net/index.php?title=User_talk:Nickshanks my talk page] but I can't recall what changes i made (they are not listed in the page history!). I wrote a Mac OS X editor for D2 characters. And sometimes actually play the game. Is there anything you specifically need help with? [[User:Nickshanks|Nickshanks]] 12:00, 17 September 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Class and Skill formats ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord, good to see you on the liveblog the other day.  About the character/skill pages: now that we have a bit more info on characters and skills, I was thinking to rewrite the character screens and skill lists so they're more consistent, and hopefully present the data we have now a little better.  I figured I'd wait a few weeks for all the new info to trickle in before doing this, but wanted to run it by you to see if that approach is too drastic or if you (or Flux or Elly) have a strong idea of how you want them laid out.  I planned to make some temporary pages for preview purposes.  Thoughts?&amp;lt;br /&amp;gt; -- [[User:Azymn|Azymn]] 05:16, 14 October 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
: That sounds awesome! I know they need reworking, and never be afraid of playing a bit with the wiki. I recommend making test pages on your profile page. Just do it like this: [[User:Azymn/Barbarian_skills]], and we can discuss it there as well. Make sure to poke me, in case I miss the updates in the recent changes page. --[[User:Leord|Leord]] 18:07, 14 October 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Message==&lt;br /&gt;
Hi, Leord.  You left me a message somehow.  I'm still getting used to using this here wikithing.  I'm glad you liked my edit in the jewels section.  Some of that looked like it was written by a 7-year-old, but I felt like it'd have been too much effort to fix up properly.  --[[User:Doctorjorts|Doctorjorts]] 17:51, 3 October 2008 (CST)&lt;br /&gt;
: Ok, do you mean it's too much mess to fix at all, or just that it was a bit bad? --[[User:Leord|Leord]] 18:18, 14 October 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
==NPCs page linkup and greetings==&lt;br /&gt;
&lt;br /&gt;
Hi again Leord! The NPCs page isn't linked properly in the main page pull-down menu. I don't know how to forward pages so I was wondering if you could do it? So the category:Npcs page should be forwarded to category:NPCs.&lt;br /&gt;
&lt;br /&gt;
I was kind of bummed that you didn't mention me in the main page news when you thanked people's effor on the wiki ;) Did you forget me so soon? :) Well, anyway, I try to polish the [[NPCs]] page yet again and do an edit about Adria the witch today. Probably will be inactive after that for a while, though. Keep up the good work!!--[[User:Mouseman|Mouseman]] 09:41, 25 October 2008 (CEST)&lt;br /&gt;
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: Thanks Mouseman! I fixed that, and you can look in the [[Help:Redirect]] page for help on how to do that in the future. I'm really more interested in fixing the actual menu links than making redirects, but they are usually good as well, so thanks for being so astute! =)&lt;br /&gt;
&lt;br /&gt;
: I blame the wiki for not crediting you, as it only shows some 500 edits max in the recent changes. ;) I only said thanks to the last week or so worth of contribs, but I added you to a &amp;quot;friends&amp;quot; list of mine, so I haven't forgotten about you! You're still one of the best contribs ;)&lt;br /&gt;
&lt;br /&gt;
: Even if you don't have time to bring in contributions, try to take the time to check your messages (or mine), and post suggestions and opinions on the [[Talk:DiabloWiki:Community_Portal|Community Portal talk page]]. Even if you don't personally do big things all the time, it does help others to feel the wiki is alive =) --[[User:Leord|Leord]] 11:53, 27 October 2008 (CET)&lt;br /&gt;
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==Message==&lt;br /&gt;
Hola Leord! How's it going? I hope that everything is well :D&lt;br /&gt;
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This wiki is very nice/informative and should be the bible for the Diablo series. I'll be checking stuff out and correct spelling/add info or fix stuff...I like to lurk :p I think that this wiki is headed the right way and people are helping out a lot to fill it in.&lt;br /&gt;
--[[User:Shayagor|Shayagor]] 17:19, 25 October 2008 (CEST)&lt;br /&gt;
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:&amp;quot;Like to lurk&amp;quot; huh? =) I understand if you don't have time to do bigger things, but just crawling around pages and adding your opinions to discussions like the [[Talk:DiabloWiki:Community_Portal|Community Portal]], messages here, or on individual pages for pages. It really helps to make the wiki feel more alive, even if you mainly help with the polish, such as spelling and numbers. =) --[[User:Leord|Leord]] 12:06, 27 October 2008 (CET)&lt;br /&gt;
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==Tal Rasha==&lt;br /&gt;
Leord, thank you for your compliments on my Tal Rasha article.  I am new at this so thanks for editing it with links and categories.  I appreciate it.  I am quite interested in Diablo lore.  I will probably do a few more of the pages that the main page of the wiki lists as wanted.  Thanks for the help.  --[[User:Centipede_t|Centipede_t]] 11:18, 10 November 2008&lt;br /&gt;
: Made the reply on your page, just in case you missed it =) --[[User:Leord|Leord]] 17:12, 11 November 2008 (CET)&lt;br /&gt;
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==RE: Diablo Droughts==&lt;br /&gt;
Hey Leord, I got your message. It is my first time editing this wiki (I edit various work related ones, but they're much different) so if I did something wrong, or forgot to include something let me know. I did see the editing help page, but it was blank, so I figured I didn't have many constraints to work within. In regards to [[Diablo Drought]]s, I was extremely bored while studying so I decided to coin a term for the [frustrating] lack of news we've seen the past couple months. I find myself refreshing diii.net about 10-15 times a day :(&lt;br /&gt;
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Cheers, and thanks for the corrections.&lt;br /&gt;
--[[User_talk:D3nick|D3nick]] 22:46, 08 December 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
==Hi!==&lt;br /&gt;
Hey, yeah that was me that you messaged a few days ago. I'm kind of new to this whole thing, but I've been a big Diablo fan for awhile, and thought I might as well fix a typo while I'm reading stuff on here. :)--[[User:Nithix|Nithix]] 22:08, 20 December 2008 (CET)&lt;br /&gt;
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:: Hey! Moved your comment down, for the chronology =) I also replied on your talk page instead of mine =) --[[User:Leord|Leord]] 11:15, 22 December 2008 (CET)&lt;br /&gt;
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== Linkies ==&lt;br /&gt;
Just skimmed your page and noticed you used external links to everything, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[http://diablowiki.net/User:Azymn Azymn]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
You could cut down the size, and remove the blue arrow+box thingy by changing it to &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|Azymn]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or, you could leave anything beyond the pipe empty, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Either way, it will produce [[User:Azymn|Azymn]], rather than [http://diablowiki.net/User:Azymn Azymn]. --[[User:Vipermagi|Vipermagi]] 15:12, 25 December 2008 (CET)&lt;br /&gt;
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: Hehe, indeed, right you are! I just did that as it's easier with copy+paste. In the Hellfire wiki I kept forgetting who came and made smaller contributions, so I don't want to do that same mistake again, that's all. =) If you dislike the external linkies, you're more than free to update my user page for me, but you can probably find lots of things that are more interesting to the community instead. ;)&lt;br /&gt;
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: I'm quite flattered that you were interested enough in the wiki to notice this, keep up the good work, I'll be back with more time on my hands in a little bit more than a week. I have almost never even the possibility to connect here, and everyone here at home wants to see me since I haven't seen them in over a year, many of them...--[[User:Leord|Leord]] 14:18, 27 December 2008 (CET)&lt;br /&gt;
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== Username on forum ==&lt;br /&gt;
I'm actually SlechtWeerBeer on the fora.. :P Saw you had a link to Vipermagi on your page (I have much too little to do &amp;gt;.&amp;gt;&amp;quot; ) --[[User:Vipermagi|Vipermagi]] 15:31, 9 January 2009 (CET)&lt;br /&gt;
: Thanks =) I was sure I had found you! =P So you don't know the other Vipermagi, I take it? --[[User:Leord|Leord]] 18:41, 12 January 2009 (CET)&lt;br /&gt;
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::Eh, no, I don't think so. Besides, his latest activity was in 2005 ^^&amp;quot; --[[User:Vipermagi|Vipermagi]] 21:57, 13 January 2009 (CET)&lt;br /&gt;
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::: True that. You are most perceptive, young padawan! =) --[[User:Leord|Leord]] 12:07, 14 January 2009 (CET)&lt;br /&gt;
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==Worldstone article/page==&lt;br /&gt;
Hey man! First I want to say thank you for all the little tips and directions you gave me about wiking lately ;). Now, I was looking for the [[Worldstone]] article and it says &amp;quot;Temporary Removed&amp;quot; dated by you on november 8. Any chance it will be up and running again soon? I would love to refresh memory on it's story. --[[User:Mizantrop|Mizantrop]] 18:25, 16 January 2009 (CET)&lt;br /&gt;
: Yes, that would be very cool! The situation is that some contribs just copy+pasted material from the Wikia DiabloWiki, and we want the material over here to be original to us, at most copying official text (and then mostly for the [[manual]]s etc). In order to update the article with fresh, DiabloWiki-lore, you can go to the &amp;quot;history&amp;quot; section of it, and see the text of the older version. Don't copy+paste it back, but use it for inspiration. Meaning, the facts themselves are ok to use, but you need to use your own language when making the article.&lt;br /&gt;
&lt;br /&gt;
:A few other articles have a similar &amp;quot;Temp deleted&amp;quot;. The few of us that contrib lore haven't gotten around to adding them yet, but they are sorely needed. --[[User:Leord|Leord]] 19:40, 16 January 2009 (CET)&lt;br /&gt;
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::I noticed your need for a [[Worldstone]] page, so I decided to create it as my first real article contribution. I added an image for it, also. Hope you like it! --[[User:Delowyn|Delowyn]] 10:27, 24 January 2009 (CET)&lt;br /&gt;
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::: Hey man. That's awesome, dude! =) It's a superb start for any Wiki editor, and I only have one thing I think you should look at. Please try to keep links to other pages at a lower count. Lots of different links are good, but you only need one link to a specified page per section of the article. Basically, link only [[Sanctuary]] once in the top section, and once in the bottom section. If the page has 5 sections, link up to 5 times to Sanctuary. ;) Same with any link, ofc. Also, good you added the &amp;quot;red&amp;quot; links. It will make them show up [[Special:Wantedpages|here]], so people can find what's needed to make. Make sure to check out my home-grown [[Help]] section, or just ask me if you have a question. PM or e-mail works fine as well! =) Leord 18:16, 26 January 2009 (CET)&lt;br /&gt;
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== Thanks ==&lt;br /&gt;
Hey man, just wanted to say I got your wiki message today, and thank you for the tips! Of course I don't mind the updates, bring them anytime. Mi casa es su casa. First time using a wiki and I'm still wrapping my head around the rules.&lt;br /&gt;
--[[User:Delowyn|Delowyn]] 00:05, 24 January 2009 (CET)&lt;br /&gt;
:Cool. Basically, the norm is to reply to messages on teh same page it was made, so you reply on your page if I cam to you with questions, and I reply here, if you ask me =) Sometimes it's good to leave a little &amp;quot;poke&amp;quot; on the other person's page, so they get a message from the wiki they got a new &amp;quot;PM&amp;quot;. --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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==Contest Links==&lt;br /&gt;
Hey Leo,  on my wiki page I added two images for contest art that I had done,  I was wondering if you or anyone else were going to add the contest pages to the community section.  I can build them if needed just wanted to come to you here first.  The two pages I have the two images linked in their descriptions are: [[Swords Fanart Contest]] and [[Halloween 2008 Contest]] the sub-section on my page for them is [[http://www.diablowiki.net/Holyknight3000#Contest_Artwork Contest Artwork]]. Get back with me later or reply to this wiki post when you can ill check the page daily.  Thanks --[[User:Holyknight3000|holyknight3000]] 01:52, 26 January 2009 (CET)&lt;br /&gt;
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: Hey HK. The contest pages are definitely going to be added at one point or another. At the moment, I think lore pages will have my full attention though, so I definitely encourage you to carry it on. I did make [[Diii.net contests]] some time ago, but is not sufficiently updated. Also, if you wish to make specific articles for each contest, just make one like this: [[Diii.net contests: Swords Fanart Contest]]. Or whatever name the contest had. If there was different names mentioned on different places, use your own judgement. =) I'm more than happy to come with pointers and help for making the pages, and don't feel like you need to update the [[Diii.net contests]]. Just leave a link from there to your pages.&amp;lt;br&amp;gt;&lt;br /&gt;
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: The reason for having &amp;quot;Diii.net contests:&amp;quot; in front of the names is ofc that other fansites might join in to help the wiki, and they can use their own pages for contests ;) --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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:: An update for you,  you can change the wording if you like but the [[http://www.diablowiki.net/Diii.net_contests#Second_Chance_Readers.27_Vote_Fan_Art_Contest Second Chance Readers' Vote Fan Art Contest] wasn't really updated so i added the winners and the fact that the contest rewarded 3 books instead and added the text about it anf a link to Flux's post about it on the second page of the post.  Let me know what ya think and any ideas for later.  Thanks Leo,  --[[User:Holyknight3000|holyknight3000]] 04:18, 28 January 2009 (CET)&lt;br /&gt;
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::: Another great update, good one. It's obviously not a major one, but it's good to get your head around the code, so any update is good, and it's actually better to start with the ones that are not of critical importance. Myself or Flux will get around to updating the competitions page further later on. Well, if it's already done by then, that's awesome, so we can dedicate time to other things, such as new articles or larger projects =) --[[User:Leord|Leord]] 17:40, 28 January 2009 (CET)&lt;br /&gt;
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:::: Anythime,  just noticed it wasn't updated with links and other things.  I'll leave it to you guys there.  I'll do what delo does,  and help on other websites,  since ive helped the community with wallpapers,  think ill do my best and help on the wiki as well.&lt;br /&gt;
&lt;br /&gt;
::::Also this has been eating at me,  i wonder if i could make a Fiery Runes Series page,  reason im asking is because i can make the page show how the series was built,  the changes done to the series,  a behind the scenes thing i dunno,  i almost made the page 4 times but i restrained myself,  thought i'd come talk to the boss over the wiki about it.  If not ill add it to my wiki page,  either way i think it'll be a nice add to the wiki.  Thanks Leo, --[[User:Holyknight3000|holyknight3000]] 04:40, 29 January 2009 (CET)&lt;br /&gt;
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:::::This is the Diablo Wiki. Everything related to Diablo, the game, lore and the community will eventually be included! =) Basically, anything you think might be of slight interest is worthy of an article. The only thing you need to think of is naming policy, and structure of the page. It needs to NOT be an advertisement, it's to be informative. I know this isn't a problem with you, but that's the guideline.&lt;br /&gt;
&lt;br /&gt;
:::::So, when making a new article, you need to think ahad a bit, so the name will not clash with future ingame items, quests or the like. Since you are &amp;quot;just&amp;quot; a contrib still (you're more than welcome as a sysop later on, if you have you get time/skill for it), you don't really have to make a great analysis. Just make an article with appropriate name, and if I come along and think that's a name that we might use for something else, I'll just move the page, and leave a redirect. The content is still there, so there is never a reason NOT to make an article if you have the idea, inspiration and time to do so. =) I hope that answered your question...&lt;br /&gt;
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:::::Yeah, so [[Fiery Runes Series]] is an ok name for now, can't think of any reason to have it different. Perhaps we'll make it like [[Fanart:Fiery Runes Series]] or so in the future, for coherence with other fan artists. But go with [[Fiery Runes Series]] for now, that's cool. --[[User:Leord|Leord]] 13:17, 30 January 2009 (CET)&lt;br /&gt;
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::::::Give me some time to gather all the data,  and type it all; out images also,  but if you want my honest opinion leo,  this stuff should be like you said at the latter [[Fanart:Fiery Runes Series]],  Need to get with Delo and see if he wants to name his 3d art series and make a similar page so he can show how he made all his images.  Worst case scenario I could just add how i did the series as a subsection on my page as the rest of the series posts are there too.  I might do that for now and when we get the data all situated ill move it to the new page.  Let me know what you think. --[[User:Holyknight3000|holyknight3000]] 03:43, 31 January 2009 (CET)&lt;br /&gt;
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::::::: With this structure, it does not have to be a &amp;quot;series&amp;quot;. Just any project. He could do a [[Fanart:Mistress of Pain]] with pics. In this case, it's plenty of room on his [[Delowyn]] page, so no need to think of it right now, but as time goes on, there might be too much clutter, so splicing the page up into other articles is just natural. Just like any wiki page! Point is, any article that's related DIRECTLY to fan art, we'll from now on decide to add in a &amp;quot;Fanart:&amp;quot; prefix, just like &amp;quot;[[User:Holyknight3000]]&amp;quot; or &amp;quot;[[Boilerplate:Monster]]. =) --[[User:Leord|Leord]] 15:13, 3 February 2009 (CET)&lt;br /&gt;
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:::::::: Sounds like a plan to me leo,  in the future let me know when you want me to move my stuff to a new page or whatever.  Until then ill build the behind the runes sup-section in the meantime!--[[User:Holyknight3000|holyknight3000]] 21:59, 3 February 2009 (CET)&lt;br /&gt;
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==Replying==&lt;br /&gt;
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Hey Leo,  check my page i replied to your message! --[[User:Holyknight3000|holyknight3000]] 22:53, 4 February 2009 (CET)&lt;br /&gt;
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::On a side note i pray when i created pages and moved them around like you asked,  that i did them right,  please get back with me soon if i didn't.  I have a feeling i did just still worried you know.  This is THE diablowiki after all! --[[User:Holyknight3000|holyknight3000]] 02:37, 5 February 2009 (CET)&lt;br /&gt;
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==Phase Two for the Behind the Fiery Runes==&lt;br /&gt;
Just letting you know leo if you havent seen yet that ive started adding images to the [[Fanart:Behind_the_Fiery_Runes]] and will gradually add more as time goes on.  I know ill do revisions but Atleast the sections getting some images added now!--[[User:Holyknight3000|holyknight3000]] 00:26, 15 February 2009 (CET)&lt;br /&gt;
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==Massive Wiki Updates for my Sections==&lt;br /&gt;
hey leo Ive been a tad busy today,  updated [[Fanart:Behind the Fiery Runes]], [[Fanart:Fiery Runes Series]],  and my [[Holyknight3000]] page changing my Fiery Rune links into sub-links now that i learned the code a little better,  let me know what you think.  I really liked how it all turned out.  I may take it easy from a wallpaper this week i dunno I might make a new non fiery wall.  See ya soon!--[[User:Holyknight3000|holyknight3000]] 02:24, 16 February 2009 (CET)&lt;br /&gt;
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:Aw, man, this is exactly what I was thinking of when I was encouraging you to make a HK3K page! I fixed some oddity you made with the titles, but that's about it. I think you should add links to your Wiki profile, forum profile(s) and any Deviant Art account or the like. --[[User:Leord|Leord]] 16:57, 16 February 2009 (CET)&lt;br /&gt;
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::Hey Leo i also left messages on both discussions on both the wiki pages,  here - [[Talk:Fanart:Behind the Fiery Runes]] and [[Talk:Fanart:Fiery Runes Series]],  The Behind the fiery runes one i had an idea come about,  take a look and lemme know what ya think.--[[User:Holyknight3000|holyknight3000]] 22:09, 16 February 2009 (CET)&lt;br /&gt;
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:::Oki, made some comments, but with your newfound wiki skillz, there isn't much to say! ;) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
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== Re: Grammar Fixes ==&lt;br /&gt;
Sorry about the late reply; college has me busy at the moment :(&lt;br /&gt;
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Anyhow, I'd love to do some more writing/grammar fixes for the Wiki when I have the time.  Let me know if there's anything specific you'd like me to work on. - [[User:NateD|NateD]] 09:34, 17 February 2009 (CET)&lt;br /&gt;
:Replying on your page, we might as well keep the discussion there =) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
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==Question for you Leo==&lt;br /&gt;
Check my talk on my wiki page man,  i'll keep all my fan art section ideas and questions there for the time being,  please check it often.--[[User:Holyknight3000|holyknight3000]] 12:07, 17 February 2009 (CET)&lt;br /&gt;
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== Whoops ==&lt;br /&gt;
&lt;br /&gt;
So... is the double talk pages a problem with the way the site is set up? Heh. Anyway, I left some messages [[http://diablo2.diablowiki.net/User_talk:Leord#re_greeting|here]]. [[User:MarauderIIC|MarauderIIC]] 09:04, 18 February 2009 (CET)&lt;br /&gt;
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== &amp;quot;Trading&amp;quot; article is up ==&lt;br /&gt;
I've started an article on '''[[Trading|item trading in DIII]]'''.  It's not much to look at yet, but the basics are there.  Let me know what you think! --[[User:NateD|NateD]] 21:10, 18 February 2009 (CET)&lt;br /&gt;
:Excellent, that's a very good start! I think we can likely flesh that out a little bit later as well, with details, such as the Auction House rumours etc. The Auction house article can be part of trading for now, and we'll redirect it in to the [[Trading]] article.&lt;br /&gt;
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:Sorry that I haven't replied before now, I have been very busy =P --[[User:Leord|Leord]] 15:42, 26 February 2009 (CET)&lt;br /&gt;
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==Image==&lt;br /&gt;
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Hi Leord, I accidently uploaded this file (http://www.diablowiki.net/Image:Talrasha_tombpainting.jpg) to the wrong wiki. I've uploaded it to the right one now, but I can't seem to delete the old version. Could you do it for me/tell me how.&lt;br /&gt;
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Cheers --[[User:Dragonhelmuk|Dragonhelmuk]] 23:13, 26 February 2009 (CET)&lt;br /&gt;
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:Hello mate! No problems! I haven't made a help page for this, so it's my own fault. There IS two wikis so this will happen once in a while. Over all, there is no problems with having images that are not 100% useful in the wiki, but on a principle, we do try to delete them and organize them in categories. The categorization has been very bad for myself, but that's a future project at this point. I have a plan for the structure, and it's easier to concentrate on one project at the time.&lt;br /&gt;
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:So! To delete an article, image, template or whatever, just add a delete template in it, like this: &amp;lt;nowiki&amp;gt;{{delete|reason for deletion}}&amp;lt;/nowiki&amp;gt;, just like a stub =) --[[User:Leord|Leord]] 11:57, 27 February 2009 (CET)&lt;br /&gt;
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== Heya Leord ==&lt;br /&gt;
I'm not sure who to annoy with this, but maybe you can tell those who know something about this. As of today (or yesterday; didn't check back then), the dropdown menu's drop down ''behind'' everything else, making them practically useless (and making [[special:recentchanges|rc]] hard to reach :o ). I'm using Firefox 3.0.7 on a Vista Ultimate rig, can't check other browsers as I don't have any ^^ --[[User:Vipermagi|Vipermagi]] 12:14, 8 March 2009 (CET)&lt;br /&gt;
:Flux told me of this, I'll bug the right person about it. There should not have been made any software changes to the site, so the change is weird. --[[User:Leord|Leord]] 11:55, 10 March 2009 (CET)&lt;br /&gt;
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::I forgot to mention this earlier; It's fixed now. Thanks to whomever :) --[[User:Vipermagi|Vipermagi]] 22:03, 23 March 2009 (CET)&lt;br /&gt;
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== Testing... ==&lt;br /&gt;
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Test... test...--DxAxxxTyriel 15:22, 1 April 2009 (CEST)&lt;br /&gt;
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Test test... Wiki's would be much better with PM system... sigh....--DxAxxxTyriel 15:35, 1 April 2009 (CEST)&lt;br /&gt;
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::So, i edited the [[Inventory]] page... if im guessing correctly, you're the guy who re-edited it... and caused me a nervous breakdown xD.... and dude, why are you adding the &amp;quot;Please note that the area labelled &amp;quot;left hand&amp;quot; is actually right hand slot on the screen and vice-versa. It's the left hand of the character.&amp;quot; under the part bout bags? my pic has correct sides... i said right hand where HIS right hand is... and why cant we link to the blizzcast site? i mean the other thing is good, but blizzcast feels more... official? ima move the Please note bout vice versa hands thingy to nearby Vikkz image. --DxAxxxTyriel 15:44, 1 April 2009 (CEST)&lt;br /&gt;
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:::You'll get around to it in notime. In the meanwhile, please use [[DiabloWiki:Sanbox]] instead of my talk page to test =P --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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:::The explanation is not made by me, I didn't really read it, It can be modified. As for the link, it's just better to have links to pages you know works. If people want to have the official source, it's available in the news item. The difference is that all the important things is in the news item, while with the BlizzCast, someone would have to read a whole lot of text to get the info they need. It's more practical. We might change this policy at a later time though, we'll see, the wiki is still relatively new, even if it has info in it from 10 years past! =) --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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::::Still ill move that vice versa hand thingy note to Vikkz image.... and BTW the 3 other images you added are blank... all i see are white pictures for some reason... --DxAxxxTyriel 1 April 2009 (CEST)&lt;br /&gt;
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:::::It does not belong under &amp;quot;development&amp;quot; though. =) I rephrased it and moved it to a new section instead. Very good job, I think we're done!. Also, the images were white since they were missing. Now they are uploaded, they are there! --[[User:Leord|Leord]] 15:58, 1 April 2009 (CEST)&lt;br /&gt;
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== Article regarding item colors... ==&lt;br /&gt;
so... i wanna make an article on item colors, what they mean etc etc... but A: should we make this article? B: Can we put this article into &amp;quot;weapons&amp;quot; or &amp;quot;inventory&amp;quot;? --1 April 2009 DxAxxxTyriel&lt;br /&gt;
:Hello DxAxxxTyriel! That's very cool, but you should do that in the [[Items#Item_Quality|Items]] article. There is an Item Quality section already that you can re-write or replace with all the new info.&lt;br /&gt;
:Also, you need to sign your talk page posts, so people can see who made it, and when. Just type &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;, or click the button in the tool box above that looks like [http://www.diablowiki.net/skins/common/images/button_sig.png this]. =) More info on [[Help:Talk]] --[[User:Leord|Leord]] 18:55, 1 April 2009 (CEST)&lt;br /&gt;
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::Well i do use it all the time... whenever i post in discussions or on talks... dont you see the stamp at the end of my msg's? and regarding item colors... i wanna state that an item's Background states its type... as seen in the latest pics and some others, an item's background shows what type of item it is... Blue background = Magic, Yellow = Rare, Standard color = non-magical equipment, Green (talisman) may = quest items... need proof? --DxAxxxTyriel 19:31, 1 April 2009 (CEST)&lt;br /&gt;
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:::Yeah, I got that, looks like a very good idea to go with! As I said, just implement it in the [[Items#Item_Quality|Items]] article! =)&lt;br /&gt;
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:::As for your sig. I just don;t understand why the wiki doesn't make your name into a link, like mine! --[[User:Leord|Leord]] 13:41, 2 April 2009 (CEST)&lt;br /&gt;
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:::: Could it be because my name is red? --DxAxxxTyriel 14:18, 2 April 2009 (CEST)&lt;br /&gt;
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:::: i replied in my talk page.... --DxAxxxTyriel 15:26, 2 April 2009 (CEST)&lt;br /&gt;
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== Archivist Article Done... ==&lt;br /&gt;
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http://www.diablowiki.net/Archivist xD (this is really true, check the site) --DxAxxxTyriel 21:34, 1 April 2009 (CEST)&lt;br /&gt;
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http://www.diablowiki.net/Known_Items_Listing (this one is edited majorly) --DxAxxxTyriel 18:13, 2 April 2009 (CEST)&lt;br /&gt;
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Check out me talk page when you can leord... &amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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== Wiki idea... ==&lt;br /&gt;
1st i want my cookie.... 2nd the idea is to add a transcript of everything that Bashiok posted in the forums (Only informative posts) since the dawn of time....--[[User:DxAxxxTyriel|DxAxxxTyriel]] 14:45, 3 April 2009 (CEST)&lt;br /&gt;
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: It's a very cool idea. It also entails a LOT of work. Please remember that all blue posts also can be found on http://www.blizzblues.com , so the immediate need and demand for it isn't all that... I'd like to have all blue posts very much though. Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =) --[[User:Leord|Leord]] 18:46, 7 April 2009 (CEST)&lt;br /&gt;
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:: sometimes i get lots of free time... so i can do it... i dont get what you mean by &amp;quot;Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =)&amp;quot;.... --[[User:DxAxxxTyriel|DxAxxxTyriel]] 18:52, 7 April 2009 (CEST)&lt;br /&gt;
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:::I mean that you need to ask yourself whether 50 hours of finding all blue posts by Bashiok will make more people happy than if you do other contributions to the wiki =) --[[User:Leord|Leord]] 18:58, 7 April 2009 (CEST)&lt;br /&gt;
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==Abd al-Hazir Page edits==&lt;br /&gt;
It's very nice to make your acquaintance. &lt;br /&gt;
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I do have some previous wiki experience, actually; I taught a short class on them last summer. I'm really mostly a browser, but it kills me to see bad grammar, so sometimes I step in. I also thought that the clear tie between the title &amp;quot;the warner&amp;quot; and al-Hazir's previous writings needed to be mentioned.&lt;br /&gt;
&lt;br /&gt;
I probably won't be too active as a contributor, but I do browse often, so I will clean up little things here and there. Once we have more information on the trading aspects of DIII, perhaps I will be more involved. But please feel free to give me advice. One's writing is never perfect, and mine is a little worse for the past few months spent in France.&lt;br /&gt;
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--[[User:Zrisher|Zrisher]] 09:53, 19 April 2009 (CET)&lt;br /&gt;
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== New category? ==&lt;br /&gt;
Hey there. I have a handful of pages on a gaming wikia as an introduction to a particular D2 mod. Somebody pointed me in the direction of this wiki thinking it would help more people. However, I don't want to just simply upload stuff here because from what I can see everything in this wiki appears to be for the original game. There isn't even a section or category for mods. So what's the official word on this?&lt;br /&gt;
- [[User:Trucidation|Trucidation]] 03:25, 1 May 2009 (CEST)&lt;br /&gt;
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:There's little to say about D3, really, because little has been released. We have a few things about D2 for comparision I guess. Also, since D3 isn't even released yet, it's unlikely there are mods for it, eh. --[[User:Vipermagi|Vipermagi]] 20:55, 1 May 2009 (CEST)&lt;br /&gt;
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::I'm confused, I'm talking about a D2 mod not D3. There are bunches of D2 mods out there (see ''Phrozen Keep''). Nevermind, I already figured out wiki categories already. - [[User:Trucidation|Trucidation]] 15:50, 2 May 2009 (CEST)&lt;br /&gt;
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:::Now we're both confused. D2 mods? Why? --[[User:Vipermagi|Vipermagi]] 21:14, 2 May 2009 (CEST)&lt;br /&gt;
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::::Eh? Sing_In_Silence mentioned that I should do the Median wiki here. So that's what I did. I asked here because I didn't see a mods category listed, that's all. - [[User:Trucidation|Trucidation]] 08:50, 3 May 2009 (CEST)&lt;br /&gt;
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I think Leo fell off the face of the Earth or something. Also, just noticed my talkpage is linked to as &amp;quot;needs fixing&amp;quot; on your userpage? For what I know it's not broken :&amp;gt; --[[User:Vipermagi|Vipermagi]] 11:13, 16 May 2009 (CEST)&lt;br /&gt;
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:Yeah. IncGamers.com, StarcraftWire.net and a holiday made me fall off! Massive excuses! :) Anyway, D2Wiki is the way to go to make wiki pages about the mod. The only question is really the naming policies you'll use. I would suggest using a regular name (a character you made in the mod for instance) for everything that doesn't have a regular D2 reference. If it does, use &amp;quot;[[Name_used_(X_mod)]]&amp;quot;. &amp;quot;X_mod&amp;quot; would be the name of your mod.&lt;br /&gt;
&lt;br /&gt;
:It's also very important that you make a category for all pages in the mod, and put all articles relating to your mod in this category. A little template box to put at the top of each page just indicating &amp;quot;This is an article relating to the Diablo II mod X&amp;quot; would also be good.&lt;br /&gt;
&lt;br /&gt;
:Besides that, it will of course help to have a good navigation template to add on the bottom or something as well. Seeing as you have previous experience with wikis, I assume you understand what I mean, or else, just check the [[Help]] section. :)&lt;br /&gt;
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:Vipermagi, if I'm gone, please tell everyone that asks &amp;quot;can I put this here&amp;quot; - YES! :) Either way, awesome that you did answer him as well! :) Also, don't hesitate to PM me or send me an e-mail! --[[User:Leord|Leord]] 18:02, 20 May 2009 (CEST)&lt;br /&gt;
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== Oi, Archive?! ==&lt;br /&gt;
2 things: &amp;lt;br /&amp;gt;&lt;br /&gt;
I removed a broken link added by [[User:AcelvIrolc]] in [http://www.diablowiki.net/Special:Recentchanges?title=User_talk:Leord&amp;amp;curid=1894&amp;amp;diff=8964&amp;amp;oldid=8947 this edit]. I noticed we don't have the Undo/Revert function? *sadface* Oh well, just takes a little getting used to.&amp;lt;br /&amp;gt;&lt;br /&gt;
And your talkpage is 35Kb. That means your talkpage is getting big. Maybe consider an archive some time soon? :P --[[User:Vipermagi|Vipermagi]] 12:13, 23 May 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Eh, just found out about an error in the code; When using the Toolbox option &amp;quot;[[Special:Whatlinkshere|What Links Here]]&amp;quot;, it will always have the [[Main Page]] as target, rather than the page you're on when you click the link. I wanted to redirect links from [[Great Exile]] to [[Dark Exile]], as I moved the former to the latter to correspond with Lore.&lt;br /&gt;
:&amp;quot;[[Special:Recentchangeslinked|Related Changes]]&amp;quot;, &amp;quot;[http://www.diablowiki.net/index.php?title=Main_Page&amp;amp;printable=yes Printable Version]&amp;quot; and &amp;quot;Permanent Link&amp;quot; have similar issues. Permanent Link doesn't take the Main Page, but a certain revision in the history of this site: [http://www.diablowiki.net/w/index.php?title=Main_Page&amp;amp;oldid=4890 Prime Evils page creation]. --[[User:Vipermagi|Vipermagi]] 12:24, 23 May 2009 (CEST)&lt;br /&gt;
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::Regarding the &amp;quot;variable&amp;quot; links on each page: I really thought they fixed that. It was a problem way back, and Rush said he sorted it. I guess we'll have to look harder. The menus could use a little polish anyway. I can't remember the standard way of making an archive, so I have not yet bothered. You are right though, it needs to be done! --[[User:Leord|Leord]] 17:47, 26 May 2009 (CEST)&lt;br /&gt;
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:::Over on GuildWars wikis I frequent Moving the page is preferrable, due to the History tab; If you copy/paste all messages, the history isn't copied along, thus basically breaching copyright. And having a massacre History tab to look back into 15 archives is... less than desirable :) --[[User:Vipermagi|Vipermagi]] 22:22, 26 May 2009 (CEST)&lt;br /&gt;
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::::I would like to make you and Azymn sysops. It would be so much easier. The problem is that I can't find where to do it :P I have done it in the past. Any tips?&lt;br /&gt;
::::Regarding moving, that's usually better. The problem is if there is a page there already, in which case, the next best thing is copy-paste... --[[User:Leord|Leord]] 13:41, 28 May 2009 (CEST)&lt;br /&gt;
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:::::Well, I assume you're not going to move your current talk page to [[Barbarian]], so that won't be a problem. Also, [[special:userrights]]? --[[User:Vipermagi|Vipermagi]] 17:16, 28 May 2009 (CEST)&lt;br /&gt;
 &lt;br /&gt;
::::::Hehe. Oki, thanks for the tip. It seems I am not a Bureaucrat. Asking if Flux can fix. --[[User:Leord|Leord]] 20:48, 28 May 2009 (CEST)&lt;br /&gt;
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== Diii.net:Diablo III Weekly Wallpaper Updates ==&lt;br /&gt;
&lt;br /&gt;
Yo Leo,  just wanted to let you know i have finished the updates on the [[Diii.net:Diablo_III_Weekly_Wallpaper|Diablo III Weekly Wallpaper]] section tables all set and modified.  If i broke em up by months that might have looked a little off so i just did them by post number and the (date) style like i had it.  Also thinking in the future about [[diii.net:Fan Art Watch]] wiki page or whatever we choose to call it in the future.  Let me know what you think.  Now that im done here and posted my wallpapers,  im going to bed talk to you soon Gunnar! --[[User:Holyknight3000|holyknight3000]] 11:03, 1 June 2009 (CEST)&lt;br /&gt;
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:I've told you what I think on MSN and on the talk pages :) Great job! --[[User:Leord|Leord]] 12:56, 8 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Ranger ==&lt;br /&gt;
&lt;br /&gt;
Go ahead and make whatever edits you'd like to make to the [[Fan_class:Ranger|Ranger]], I'm all done for now. --[[User:Tigreye007|Tigreye007]] 17:00, 12 June 2009 (CEST)&lt;br /&gt;
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== conditional templating ==&lt;br /&gt;
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Hey Leord, here's the [[User:Azymn/Template:Monsterbox|modified test template]] we discussed earlier that taps into the extended ParserFunctions.  &lt;br /&gt;
I used the functions on most of the Label/value rows (Life, Mana, Resistance, etc) conditional so you can see the benefit.  It's a bit harder to read, but the functions work as advertised.&lt;br /&gt;
--[[User:Azymn|Azymn]]&lt;br /&gt;
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:That is just awesome. Could I ask you to implement it on an actual monster, so I know how it would look? --[[User:Leord|Leord]] 11:25, 17 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Zealot ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord. Thanks for the touch up. Yep, I did all the drawings and stuff myself. Feel free to make any changes you like, as I have absolutely no idea how to set up a good looking wiki page.&lt;br /&gt;
Thanks again&lt;br /&gt;
&lt;br /&gt;
--Sinbadass-- 12:20, 2 July 2009&lt;br /&gt;
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== Abd Al-Hazir ==&lt;br /&gt;
Hey Leord, I say on the Abd Al-Hazir article that you have &amp;quot;the meaning of &amp;quot;Abd&amp;quot; is literary &amp;quot;Worshipper of God&amp;quot; or &amp;quot;Worshipper&amp;quot; in Arabic, and &amp;quot;al-Hazir&amp;quot; mean &amp;quot;The Warner&amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As far as I have ever learned, Abd (عبد) means slave (or servant) in Arabic.&lt;br /&gt;
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I'm hesitant to change the article because I am by no means an expert in Arabic. I was just wondering where your translation came from.&lt;br /&gt;
&lt;br /&gt;
--13:24, 6 July 2009 SneakyArab&lt;br /&gt;
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&lt;br /&gt;
:Hello SneakyArab. I got my translation from a colleague, who was kind enough to translate it for me. I asked him about this, and he said this:&lt;br /&gt;
:''that is correct''&lt;br /&gt;
:''Abd means worshiper of''&lt;br /&gt;
:''slave and servant could use abd, but it translates to worshipper directly''&lt;br /&gt;
:''servant is khaddam, not abd''&lt;br /&gt;
:He's kind of journalist and stuff, so I'd let his word stand unless you got support from some more arab-speaking people, or textual references :) --[[User:Leord|Leord]] 15:36, 6 July 2009 (CEST)&lt;br /&gt;
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::Well, Abd came up in a discussion with my arabic teacher once, and he is a Saudi citizen, and he said it meant slave. My grandmother (who was from Lebanon) also used it as such. It could have other meanings, I've just never heard it like that.&lt;br /&gt;
::--[[User:SneakyArab|SneakyArab]] 15:44, 6 July 2009 (CEST)&lt;br /&gt;
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:::Well, I have to agree an Arabic teacher would know. Asking for clarification :) --[[User:Leord|Leord]] 15:52, 6 July 2009 (CEST)&lt;br /&gt;
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::::Ok, cool :) --[[User:SneakyArab|SneakyArab]] 16:00, 6 July 2009 (CEST)&lt;br /&gt;
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::::: He said: &amp;quot;It's a matter of dialect. Abd is the proper Arabic word for slave, worshiper, servant, but in modern standard arabic it's different and depending on where you are in the Arabic speaking world. Abd is more generally regarded as worshiper and prefixes the names of God. It's unlikely you'll have a slave in this day and age, so that word has kind of lost its meaning.&amp;quot;&lt;br /&gt;
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::::: I've added both the meanings, and you're free to edit it further if it can be improved more! :) --[[User:Leord|Leord]] 16:03, 6 July 2009 (CEST)&lt;br /&gt;
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::::::OK, good enough for me! Thanks --[[User:SneakyArab|SneakyArab]] 16:28, 6 July 2009 (CEST)&lt;br /&gt;
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== The search function ==&lt;br /&gt;
Usually, when you click a search bar, it's empty (if it has a text, it's automatically removed). &amp;lt;br /&amp;gt;&lt;br /&gt;
However, I noticed that, using Firefox 3 and Monobook, the &amp;quot;Search Diablo 3&amp;quot; text needs to be manually removed here. Not really convenient, so to say. I don't know who else to bother with this, but you do, so... :D --[[User:Vipermagi|Vipermagi]] 17:54, 6 July 2009 (CEST)&lt;br /&gt;
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: Reported to rushster :) --[[User:Leord|Leord]] 18:11, 6 July 2009 (CEST)&lt;br /&gt;
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== Appreciation ==&lt;br /&gt;
Thank you for the touch-ups you did to the Alchemist page. As an English major, I was in agony over making such a mistake as putting &amp;quot;theirselves&amp;quot;. If there are any other problems with the page, please feel free to correct them. I have not had much experience in writing webpages, but I am learning. Also, if you have any ideas, I am very open to imput. I do have a question:  Is '''diablowiki.net''' connected to '''diii.net'''? I have noticed that my Alchemist page has appeared there as well, I wanted to make sure they were allowed to do so. -- 21:25, 8 July 2009 [[User:Kire|Kire]]&lt;br /&gt;
: You're quite welcome! :) Any edits in the wiki, you can get help in the [[Help|help section]]. As for Talk page comments, you can simply sign them with the press of a key, more info [[Help:Talk|here]].&lt;br /&gt;
: Diii.net is running DiabloWiki, but the contribs here does not necessarily have any connections with Diii.net. As for classes, do you mean [http://forums.diii.net/showthread.php?t=731429 this one]? Doesn't look like it's the same, other than the name. :) As for &amp;quot;allowed&amp;quot;, I am not sure what you mean. It's the internet, and you probably don't have a trademark for Alchemist. ;) Other than that, we don't impose any special user rights other than normal law. --[[User:Leord|Leord]] 11:49, 9 July 2009 (CEST)&lt;br /&gt;
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::For what I can find, anything on this Wiki is completely uncopyrighted, so it's basically right-to-copy.&lt;br /&gt;
::Somewhat related is the message above the Summary bar; &amp;quot;(see [[Project:Copyrights]] for details)&amp;quot;. Redlink, oops? ;) --[[User:Vipermagi|Vipermagi]] 15:31, 9 July 2009 (CEST)&lt;br /&gt;
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:::I know there are some rights reserved, for legal reasons etc. But over all, it's a pretty open affair :) --[[User:Leord|Leord]] 15:41, 9 July 2009 (CEST)&lt;br /&gt;
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::::Thanks again for clearing that up! And I do recognize that people are free to copy and edit anything on the site, so I'm not trying to lay claim to it. Sorry if I sounded like a jealous user -I think I was just shocked to see links to the Alchemist page on other sites so quickly. I need to also thank you for the link you gave me to the forum at Diii.net on Alchemists. I am now in touch with users with similar interests to my own! --[[User:Kire|Kire]] 11:27, 9 July 2009 (CEST)&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10447</id>
		<title>User talk:Leord/1</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10447"/>
				<updated>2009-07-09T16:26:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome==&lt;br /&gt;
Feel free to leave a message =) --[[User:Leord|Leord]] 18:16, 21 August 2008 (CEST)&lt;br /&gt;
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&lt;br /&gt;
==Signing posts==&lt;br /&gt;
Hi Leord: I got your message but I am not sure about the best way to answer to you. In fact, editing this post is the only way I could think of. How do you make sure there is a new message tag that pops up on your account when I send you a message? Anyways, yes I am currently trying to update the prefixes and suffixes data on diabloII wiki. I am not that experienced with Wiki (I work trial and error mostly) but I have been playing Diablo for 5 years so I know the game pretty well now. (unsigned: 08:33, 26 August 2008 [[User_talk:Widus|Widus]])&lt;br /&gt;
&lt;br /&gt;
: Cool! Well, take a look at this talk page, this is basically how to do it. Just remember to sign your posts on talk pages, to make it easier to see who posted =) Just make any edit on my talk page, and I'll get a small notification next time I log in to the wiki. To reply, just use &amp;quot;:&amp;quot; in front of the text, like I did here, and make a new headline for new topics. Make new headlines on top. We can keep discussions on one page, instead of flip-flopping here and there, and I assume my talk page will become quite busy, so lots of interesting things will be dealt with here ^^ I must say that you seem to be doing fine, and the prefixes and suffixes are important parts of Diablo, so great Kudos to you! Feel free to come back here and ask me for anything, small or big, I'm here to help =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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:: Great. Thanks! [[User_talk:Widus|Widus]] (11:51, 28 August 2008)&lt;br /&gt;
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==Question about signatures and Diablo III fact page==&lt;br /&gt;
&lt;br /&gt;
Hello Leord! &lt;br /&gt;
&lt;br /&gt;
Should I sign every page I edit? I understand signing the user pages and so on, but lots of times the edit can be only a small one and I don't want to take credit for it by signing the whole page. Could you clear this one up for me? When should I use signatures?&lt;br /&gt;
&lt;br /&gt;
Also, is there a Diablo III fact page yet? The kind of page which collects all the interesting facts about the game: release date, number of acts, playable character classes, game engine and so on. Not an in-depth article, just a quick &amp;quot;fact sheet&amp;quot; so people won't have to search all those little pieces of information all by themselves across the wiki. As the [http://www.boomtown.net/en_uk/articles/art.view.php?id=16571 recent boomtown article] tells us there's going to be four acts and confirmes once again that there's five character classes, it might be enough to start such a &amp;quot;fact page&amp;quot;, especially when the news are that the barbarian is the only recurring character class. --[[User:Mouseman|Mouseman]] 08:41, 23 August 2008 (CEST)&lt;br /&gt;
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: Hi Mouseman. You should only sign talk page edits. As for any other page, they would be cluttered with signs everywhere, and we're doing this as a communal project, so everyone's edits (that are not vandalism) are welcome and appreciated.&lt;br /&gt;
&lt;br /&gt;
: The fact sheet is a great idea, and while we don't have one, I'd post it in the news even if you did something out of the [[Fact Sheet]]. I think we have the official sheet laying about, I know Flux mentioned it in the news recently, might be in the [http://www.diii.net/articles/ Diii.net articles section]... Something to start from, and add to. Probably not that advanced, and the Boomtown article might be some cheat sheet help as well. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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== Minor Edits? ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord,&amp;lt;br/&amp;gt; &lt;br /&gt;
Question for you: does flagging an edit as minor yield some advantage when dealing with the revision history?  What is the threshold for determining whether an edit is a minor change (i.e. is there a convention or is it mostly for typos)?&amp;lt;br/&amp;gt;&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:29, 23 August 2008 (CEST)&lt;br /&gt;
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: Good question! We currently do not have a convention for it, and the main reasoning is to be able to hide it in the [[Special:Recent Changes|Recent Changes]]. So, for right now, please do check it if it's minor, but if you don't, it's no biggie. I'd say that typo changes, or changing a word in a sentence to make it easier to understand is placed as &amp;quot;minor&amp;quot;. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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== Horodric Cube ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord. You left a coment on [http://diablo2.diablowiki.net/index.php?title=User_talk:Nickshanks my talk page] but I can't recall what changes i made (they are not listed in the page history!). I wrote a Mac OS X editor for D2 characters. And sometimes actually play the game. Is there anything you specifically need help with? [[User:Nickshanks|Nickshanks]] 12:00, 17 September 2008 (CEST)&lt;br /&gt;
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== Class and Skill formats ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord, good to see you on the liveblog the other day.  About the character/skill pages: now that we have a bit more info on characters and skills, I was thinking to rewrite the character screens and skill lists so they're more consistent, and hopefully present the data we have now a little better.  I figured I'd wait a few weeks for all the new info to trickle in before doing this, but wanted to run it by you to see if that approach is too drastic or if you (or Flux or Elly) have a strong idea of how you want them laid out.  I planned to make some temporary pages for preview purposes.  Thoughts?&amp;lt;br /&amp;gt; -- [[User:Azymn|Azymn]] 05:16, 14 October 2008 (CEST)&lt;br /&gt;
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: That sounds awesome! I know they need reworking, and never be afraid of playing a bit with the wiki. I recommend making test pages on your profile page. Just do it like this: [[User:Azymn/Barbarian_skills]], and we can discuss it there as well. Make sure to poke me, in case I miss the updates in the recent changes page. --[[User:Leord|Leord]] 18:07, 14 October 2008 (CEST)&lt;br /&gt;
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==Message==&lt;br /&gt;
Hi, Leord.  You left me a message somehow.  I'm still getting used to using this here wikithing.  I'm glad you liked my edit in the jewels section.  Some of that looked like it was written by a 7-year-old, but I felt like it'd have been too much effort to fix up properly.  --[[User:Doctorjorts|Doctorjorts]] 17:51, 3 October 2008 (CST)&lt;br /&gt;
: Ok, do you mean it's too much mess to fix at all, or just that it was a bit bad? --[[User:Leord|Leord]] 18:18, 14 October 2008 (CEST)&lt;br /&gt;
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==NPCs page linkup and greetings==&lt;br /&gt;
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Hi again Leord! The NPCs page isn't linked properly in the main page pull-down menu. I don't know how to forward pages so I was wondering if you could do it? So the category:Npcs page should be forwarded to category:NPCs.&lt;br /&gt;
&lt;br /&gt;
I was kind of bummed that you didn't mention me in the main page news when you thanked people's effor on the wiki ;) Did you forget me so soon? :) Well, anyway, I try to polish the [[NPCs]] page yet again and do an edit about Adria the witch today. Probably will be inactive after that for a while, though. Keep up the good work!!--[[User:Mouseman|Mouseman]] 09:41, 25 October 2008 (CEST)&lt;br /&gt;
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: Thanks Mouseman! I fixed that, and you can look in the [[Help:Redirect]] page for help on how to do that in the future. I'm really more interested in fixing the actual menu links than making redirects, but they are usually good as well, so thanks for being so astute! =)&lt;br /&gt;
&lt;br /&gt;
: I blame the wiki for not crediting you, as it only shows some 500 edits max in the recent changes. ;) I only said thanks to the last week or so worth of contribs, but I added you to a &amp;quot;friends&amp;quot; list of mine, so I haven't forgotten about you! You're still one of the best contribs ;)&lt;br /&gt;
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: Even if you don't have time to bring in contributions, try to take the time to check your messages (or mine), and post suggestions and opinions on the [[Talk:DiabloWiki:Community_Portal|Community Portal talk page]]. Even if you don't personally do big things all the time, it does help others to feel the wiki is alive =) --[[User:Leord|Leord]] 11:53, 27 October 2008 (CET)&lt;br /&gt;
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==Message==&lt;br /&gt;
Hola Leord! How's it going? I hope that everything is well :D&lt;br /&gt;
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This wiki is very nice/informative and should be the bible for the Diablo series. I'll be checking stuff out and correct spelling/add info or fix stuff...I like to lurk :p I think that this wiki is headed the right way and people are helping out a lot to fill it in.&lt;br /&gt;
--[[User:Shayagor|Shayagor]] 17:19, 25 October 2008 (CEST)&lt;br /&gt;
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:&amp;quot;Like to lurk&amp;quot; huh? =) I understand if you don't have time to do bigger things, but just crawling around pages and adding your opinions to discussions like the [[Talk:DiabloWiki:Community_Portal|Community Portal]], messages here, or on individual pages for pages. It really helps to make the wiki feel more alive, even if you mainly help with the polish, such as spelling and numbers. =) --[[User:Leord|Leord]] 12:06, 27 October 2008 (CET)&lt;br /&gt;
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==Tal Rasha==&lt;br /&gt;
Leord, thank you for your compliments on my Tal Rasha article.  I am new at this so thanks for editing it with links and categories.  I appreciate it.  I am quite interested in Diablo lore.  I will probably do a few more of the pages that the main page of the wiki lists as wanted.  Thanks for the help.  --[[User:Centipede_t|Centipede_t]] 11:18, 10 November 2008&lt;br /&gt;
: Made the reply on your page, just in case you missed it =) --[[User:Leord|Leord]] 17:12, 11 November 2008 (CET)&lt;br /&gt;
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==RE: Diablo Droughts==&lt;br /&gt;
Hey Leord, I got your message. It is my first time editing this wiki (I edit various work related ones, but they're much different) so if I did something wrong, or forgot to include something let me know. I did see the editing help page, but it was blank, so I figured I didn't have many constraints to work within. In regards to [[Diablo Drought]]s, I was extremely bored while studying so I decided to coin a term for the [frustrating] lack of news we've seen the past couple months. I find myself refreshing diii.net about 10-15 times a day :(&lt;br /&gt;
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Cheers, and thanks for the corrections.&lt;br /&gt;
--[[User_talk:D3nick|D3nick]] 22:46, 08 December 2008 (EST)&lt;br /&gt;
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==Hi!==&lt;br /&gt;
Hey, yeah that was me that you messaged a few days ago. I'm kind of new to this whole thing, but I've been a big Diablo fan for awhile, and thought I might as well fix a typo while I'm reading stuff on here. :)--[[User:Nithix|Nithix]] 22:08, 20 December 2008 (CET)&lt;br /&gt;
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:: Hey! Moved your comment down, for the chronology =) I also replied on your talk page instead of mine =) --[[User:Leord|Leord]] 11:15, 22 December 2008 (CET)&lt;br /&gt;
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== Linkies ==&lt;br /&gt;
Just skimmed your page and noticed you used external links to everything, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[http://diablowiki.net/User:Azymn Azymn]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
You could cut down the size, and remove the blue arrow+box thingy by changing it to &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|Azymn]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or, you could leave anything beyond the pipe empty, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Either way, it will produce [[User:Azymn|Azymn]], rather than [http://diablowiki.net/User:Azymn Azymn]. --[[User:Vipermagi|Vipermagi]] 15:12, 25 December 2008 (CET)&lt;br /&gt;
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: Hehe, indeed, right you are! I just did that as it's easier with copy+paste. In the Hellfire wiki I kept forgetting who came and made smaller contributions, so I don't want to do that same mistake again, that's all. =) If you dislike the external linkies, you're more than free to update my user page for me, but you can probably find lots of things that are more interesting to the community instead. ;)&lt;br /&gt;
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: I'm quite flattered that you were interested enough in the wiki to notice this, keep up the good work, I'll be back with more time on my hands in a little bit more than a week. I have almost never even the possibility to connect here, and everyone here at home wants to see me since I haven't seen them in over a year, many of them...--[[User:Leord|Leord]] 14:18, 27 December 2008 (CET)&lt;br /&gt;
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== Username on forum ==&lt;br /&gt;
I'm actually SlechtWeerBeer on the fora.. :P Saw you had a link to Vipermagi on your page (I have much too little to do &amp;gt;.&amp;gt;&amp;quot; ) --[[User:Vipermagi|Vipermagi]] 15:31, 9 January 2009 (CET)&lt;br /&gt;
: Thanks =) I was sure I had found you! =P So you don't know the other Vipermagi, I take it? --[[User:Leord|Leord]] 18:41, 12 January 2009 (CET)&lt;br /&gt;
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::Eh, no, I don't think so. Besides, his latest activity was in 2005 ^^&amp;quot; --[[User:Vipermagi|Vipermagi]] 21:57, 13 January 2009 (CET)&lt;br /&gt;
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::: True that. You are most perceptive, young padawan! =) --[[User:Leord|Leord]] 12:07, 14 January 2009 (CET)&lt;br /&gt;
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==Worldstone article/page==&lt;br /&gt;
Hey man! First I want to say thank you for all the little tips and directions you gave me about wiking lately ;). Now, I was looking for the [[Worldstone]] article and it says &amp;quot;Temporary Removed&amp;quot; dated by you on november 8. Any chance it will be up and running again soon? I would love to refresh memory on it's story. --[[User:Mizantrop|Mizantrop]] 18:25, 16 January 2009 (CET)&lt;br /&gt;
: Yes, that would be very cool! The situation is that some contribs just copy+pasted material from the Wikia DiabloWiki, and we want the material over here to be original to us, at most copying official text (and then mostly for the [[manual]]s etc). In order to update the article with fresh, DiabloWiki-lore, you can go to the &amp;quot;history&amp;quot; section of it, and see the text of the older version. Don't copy+paste it back, but use it for inspiration. Meaning, the facts themselves are ok to use, but you need to use your own language when making the article.&lt;br /&gt;
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:A few other articles have a similar &amp;quot;Temp deleted&amp;quot;. The few of us that contrib lore haven't gotten around to adding them yet, but they are sorely needed. --[[User:Leord|Leord]] 19:40, 16 January 2009 (CET)&lt;br /&gt;
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::I noticed your need for a [[Worldstone]] page, so I decided to create it as my first real article contribution. I added an image for it, also. Hope you like it! --[[User:Delowyn|Delowyn]] 10:27, 24 January 2009 (CET)&lt;br /&gt;
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::: Hey man. That's awesome, dude! =) It's a superb start for any Wiki editor, and I only have one thing I think you should look at. Please try to keep links to other pages at a lower count. Lots of different links are good, but you only need one link to a specified page per section of the article. Basically, link only [[Sanctuary]] once in the top section, and once in the bottom section. If the page has 5 sections, link up to 5 times to Sanctuary. ;) Same with any link, ofc. Also, good you added the &amp;quot;red&amp;quot; links. It will make them show up [[Special:Wantedpages|here]], so people can find what's needed to make. Make sure to check out my home-grown [[Help]] section, or just ask me if you have a question. PM or e-mail works fine as well! =) Leord 18:16, 26 January 2009 (CET)&lt;br /&gt;
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== Thanks ==&lt;br /&gt;
Hey man, just wanted to say I got your wiki message today, and thank you for the tips! Of course I don't mind the updates, bring them anytime. Mi casa es su casa. First time using a wiki and I'm still wrapping my head around the rules.&lt;br /&gt;
--[[User:Delowyn|Delowyn]] 00:05, 24 January 2009 (CET)&lt;br /&gt;
:Cool. Basically, the norm is to reply to messages on teh same page it was made, so you reply on your page if I cam to you with questions, and I reply here, if you ask me =) Sometimes it's good to leave a little &amp;quot;poke&amp;quot; on the other person's page, so they get a message from the wiki they got a new &amp;quot;PM&amp;quot;. --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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==Contest Links==&lt;br /&gt;
Hey Leo,  on my wiki page I added two images for contest art that I had done,  I was wondering if you or anyone else were going to add the contest pages to the community section.  I can build them if needed just wanted to come to you here first.  The two pages I have the two images linked in their descriptions are: [[Swords Fanart Contest]] and [[Halloween 2008 Contest]] the sub-section on my page for them is [[http://www.diablowiki.net/Holyknight3000#Contest_Artwork Contest Artwork]]. Get back with me later or reply to this wiki post when you can ill check the page daily.  Thanks --[[User:Holyknight3000|holyknight3000]] 01:52, 26 January 2009 (CET)&lt;br /&gt;
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: Hey HK. The contest pages are definitely going to be added at one point or another. At the moment, I think lore pages will have my full attention though, so I definitely encourage you to carry it on. I did make [[Diii.net contests]] some time ago, but is not sufficiently updated. Also, if you wish to make specific articles for each contest, just make one like this: [[Diii.net contests: Swords Fanart Contest]]. Or whatever name the contest had. If there was different names mentioned on different places, use your own judgement. =) I'm more than happy to come with pointers and help for making the pages, and don't feel like you need to update the [[Diii.net contests]]. Just leave a link from there to your pages.&amp;lt;br&amp;gt;&lt;br /&gt;
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: The reason for having &amp;quot;Diii.net contests:&amp;quot; in front of the names is ofc that other fansites might join in to help the wiki, and they can use their own pages for contests ;) --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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:: An update for you,  you can change the wording if you like but the [[http://www.diablowiki.net/Diii.net_contests#Second_Chance_Readers.27_Vote_Fan_Art_Contest Second Chance Readers' Vote Fan Art Contest] wasn't really updated so i added the winners and the fact that the contest rewarded 3 books instead and added the text about it anf a link to Flux's post about it on the second page of the post.  Let me know what ya think and any ideas for later.  Thanks Leo,  --[[User:Holyknight3000|holyknight3000]] 04:18, 28 January 2009 (CET)&lt;br /&gt;
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::: Another great update, good one. It's obviously not a major one, but it's good to get your head around the code, so any update is good, and it's actually better to start with the ones that are not of critical importance. Myself or Flux will get around to updating the competitions page further later on. Well, if it's already done by then, that's awesome, so we can dedicate time to other things, such as new articles or larger projects =) --[[User:Leord|Leord]] 17:40, 28 January 2009 (CET)&lt;br /&gt;
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:::: Anythime,  just noticed it wasn't updated with links and other things.  I'll leave it to you guys there.  I'll do what delo does,  and help on other websites,  since ive helped the community with wallpapers,  think ill do my best and help on the wiki as well.&lt;br /&gt;
&lt;br /&gt;
::::Also this has been eating at me,  i wonder if i could make a Fiery Runes Series page,  reason im asking is because i can make the page show how the series was built,  the changes done to the series,  a behind the scenes thing i dunno,  i almost made the page 4 times but i restrained myself,  thought i'd come talk to the boss over the wiki about it.  If not ill add it to my wiki page,  either way i think it'll be a nice add to the wiki.  Thanks Leo, --[[User:Holyknight3000|holyknight3000]] 04:40, 29 January 2009 (CET)&lt;br /&gt;
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:::::This is the Diablo Wiki. Everything related to Diablo, the game, lore and the community will eventually be included! =) Basically, anything you think might be of slight interest is worthy of an article. The only thing you need to think of is naming policy, and structure of the page. It needs to NOT be an advertisement, it's to be informative. I know this isn't a problem with you, but that's the guideline.&lt;br /&gt;
&lt;br /&gt;
:::::So, when making a new article, you need to think ahad a bit, so the name will not clash with future ingame items, quests or the like. Since you are &amp;quot;just&amp;quot; a contrib still (you're more than welcome as a sysop later on, if you have you get time/skill for it), you don't really have to make a great analysis. Just make an article with appropriate name, and if I come along and think that's a name that we might use for something else, I'll just move the page, and leave a redirect. The content is still there, so there is never a reason NOT to make an article if you have the idea, inspiration and time to do so. =) I hope that answered your question...&lt;br /&gt;
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:::::Yeah, so [[Fiery Runes Series]] is an ok name for now, can't think of any reason to have it different. Perhaps we'll make it like [[Fanart:Fiery Runes Series]] or so in the future, for coherence with other fan artists. But go with [[Fiery Runes Series]] for now, that's cool. --[[User:Leord|Leord]] 13:17, 30 January 2009 (CET)&lt;br /&gt;
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::::::Give me some time to gather all the data,  and type it all; out images also,  but if you want my honest opinion leo,  this stuff should be like you said at the latter [[Fanart:Fiery Runes Series]],  Need to get with Delo and see if he wants to name his 3d art series and make a similar page so he can show how he made all his images.  Worst case scenario I could just add how i did the series as a subsection on my page as the rest of the series posts are there too.  I might do that for now and when we get the data all situated ill move it to the new page.  Let me know what you think. --[[User:Holyknight3000|holyknight3000]] 03:43, 31 January 2009 (CET)&lt;br /&gt;
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::::::: With this structure, it does not have to be a &amp;quot;series&amp;quot;. Just any project. He could do a [[Fanart:Mistress of Pain]] with pics. In this case, it's plenty of room on his [[Delowyn]] page, so no need to think of it right now, but as time goes on, there might be too much clutter, so splicing the page up into other articles is just natural. Just like any wiki page! Point is, any article that's related DIRECTLY to fan art, we'll from now on decide to add in a &amp;quot;Fanart:&amp;quot; prefix, just like &amp;quot;[[User:Holyknight3000]]&amp;quot; or &amp;quot;[[Boilerplate:Monster]]. =) --[[User:Leord|Leord]] 15:13, 3 February 2009 (CET)&lt;br /&gt;
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:::::::: Sounds like a plan to me leo,  in the future let me know when you want me to move my stuff to a new page or whatever.  Until then ill build the behind the runes sup-section in the meantime!--[[User:Holyknight3000|holyknight3000]] 21:59, 3 February 2009 (CET)&lt;br /&gt;
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==Replying==&lt;br /&gt;
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Hey Leo,  check my page i replied to your message! --[[User:Holyknight3000|holyknight3000]] 22:53, 4 February 2009 (CET)&lt;br /&gt;
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::On a side note i pray when i created pages and moved them around like you asked,  that i did them right,  please get back with me soon if i didn't.  I have a feeling i did just still worried you know.  This is THE diablowiki after all! --[[User:Holyknight3000|holyknight3000]] 02:37, 5 February 2009 (CET)&lt;br /&gt;
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==Phase Two for the Behind the Fiery Runes==&lt;br /&gt;
Just letting you know leo if you havent seen yet that ive started adding images to the [[Fanart:Behind_the_Fiery_Runes]] and will gradually add more as time goes on.  I know ill do revisions but Atleast the sections getting some images added now!--[[User:Holyknight3000|holyknight3000]] 00:26, 15 February 2009 (CET)&lt;br /&gt;
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==Massive Wiki Updates for my Sections==&lt;br /&gt;
hey leo Ive been a tad busy today,  updated [[Fanart:Behind the Fiery Runes]], [[Fanart:Fiery Runes Series]],  and my [[Holyknight3000]] page changing my Fiery Rune links into sub-links now that i learned the code a little better,  let me know what you think.  I really liked how it all turned out.  I may take it easy from a wallpaper this week i dunno I might make a new non fiery wall.  See ya soon!--[[User:Holyknight3000|holyknight3000]] 02:24, 16 February 2009 (CET)&lt;br /&gt;
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:Aw, man, this is exactly what I was thinking of when I was encouraging you to make a HK3K page! I fixed some oddity you made with the titles, but that's about it. I think you should add links to your Wiki profile, forum profile(s) and any Deviant Art account or the like. --[[User:Leord|Leord]] 16:57, 16 February 2009 (CET)&lt;br /&gt;
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::Hey Leo i also left messages on both discussions on both the wiki pages,  here - [[Talk:Fanart:Behind the Fiery Runes]] and [[Talk:Fanart:Fiery Runes Series]],  The Behind the fiery runes one i had an idea come about,  take a look and lemme know what ya think.--[[User:Holyknight3000|holyknight3000]] 22:09, 16 February 2009 (CET)&lt;br /&gt;
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:::Oki, made some comments, but with your newfound wiki skillz, there isn't much to say! ;) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
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== Re: Grammar Fixes ==&lt;br /&gt;
Sorry about the late reply; college has me busy at the moment :(&lt;br /&gt;
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Anyhow, I'd love to do some more writing/grammar fixes for the Wiki when I have the time.  Let me know if there's anything specific you'd like me to work on. - [[User:NateD|NateD]] 09:34, 17 February 2009 (CET)&lt;br /&gt;
:Replying on your page, we might as well keep the discussion there =) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
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==Question for you Leo==&lt;br /&gt;
Check my talk on my wiki page man,  i'll keep all my fan art section ideas and questions there for the time being,  please check it often.--[[User:Holyknight3000|holyknight3000]] 12:07, 17 February 2009 (CET)&lt;br /&gt;
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== Whoops ==&lt;br /&gt;
&lt;br /&gt;
So... is the double talk pages a problem with the way the site is set up? Heh. Anyway, I left some messages [[http://diablo2.diablowiki.net/User_talk:Leord#re_greeting|here]]. [[User:MarauderIIC|MarauderIIC]] 09:04, 18 February 2009 (CET)&lt;br /&gt;
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== &amp;quot;Trading&amp;quot; article is up ==&lt;br /&gt;
I've started an article on '''[[Trading|item trading in DIII]]'''.  It's not much to look at yet, but the basics are there.  Let me know what you think! --[[User:NateD|NateD]] 21:10, 18 February 2009 (CET)&lt;br /&gt;
:Excellent, that's a very good start! I think we can likely flesh that out a little bit later as well, with details, such as the Auction House rumours etc. The Auction house article can be part of trading for now, and we'll redirect it in to the [[Trading]] article.&lt;br /&gt;
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:Sorry that I haven't replied before now, I have been very busy =P --[[User:Leord|Leord]] 15:42, 26 February 2009 (CET)&lt;br /&gt;
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==Image==&lt;br /&gt;
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Hi Leord, I accidently uploaded this file (http://www.diablowiki.net/Image:Talrasha_tombpainting.jpg) to the wrong wiki. I've uploaded it to the right one now, but I can't seem to delete the old version. Could you do it for me/tell me how.&lt;br /&gt;
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Cheers --[[User:Dragonhelmuk|Dragonhelmuk]] 23:13, 26 February 2009 (CET)&lt;br /&gt;
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:Hello mate! No problems! I haven't made a help page for this, so it's my own fault. There IS two wikis so this will happen once in a while. Over all, there is no problems with having images that are not 100% useful in the wiki, but on a principle, we do try to delete them and organize them in categories. The categorization has been very bad for myself, but that's a future project at this point. I have a plan for the structure, and it's easier to concentrate on one project at the time.&lt;br /&gt;
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:So! To delete an article, image, template or whatever, just add a delete template in it, like this: &amp;lt;nowiki&amp;gt;{{delete|reason for deletion}}&amp;lt;/nowiki&amp;gt;, just like a stub =) --[[User:Leord|Leord]] 11:57, 27 February 2009 (CET)&lt;br /&gt;
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== Heya Leord ==&lt;br /&gt;
I'm not sure who to annoy with this, but maybe you can tell those who know something about this. As of today (or yesterday; didn't check back then), the dropdown menu's drop down ''behind'' everything else, making them practically useless (and making [[special:recentchanges|rc]] hard to reach :o ). I'm using Firefox 3.0.7 on a Vista Ultimate rig, can't check other browsers as I don't have any ^^ --[[User:Vipermagi|Vipermagi]] 12:14, 8 March 2009 (CET)&lt;br /&gt;
:Flux told me of this, I'll bug the right person about it. There should not have been made any software changes to the site, so the change is weird. --[[User:Leord|Leord]] 11:55, 10 March 2009 (CET)&lt;br /&gt;
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::I forgot to mention this earlier; It's fixed now. Thanks to whomever :) --[[User:Vipermagi|Vipermagi]] 22:03, 23 March 2009 (CET)&lt;br /&gt;
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== Testing... ==&lt;br /&gt;
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Test... test...--DxAxxxTyriel 15:22, 1 April 2009 (CEST)&lt;br /&gt;
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Test test... Wiki's would be much better with PM system... sigh....--DxAxxxTyriel 15:35, 1 April 2009 (CEST)&lt;br /&gt;
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::So, i edited the [[Inventory]] page... if im guessing correctly, you're the guy who re-edited it... and caused me a nervous breakdown xD.... and dude, why are you adding the &amp;quot;Please note that the area labelled &amp;quot;left hand&amp;quot; is actually right hand slot on the screen and vice-versa. It's the left hand of the character.&amp;quot; under the part bout bags? my pic has correct sides... i said right hand where HIS right hand is... and why cant we link to the blizzcast site? i mean the other thing is good, but blizzcast feels more... official? ima move the Please note bout vice versa hands thingy to nearby Vikkz image. --DxAxxxTyriel 15:44, 1 April 2009 (CEST)&lt;br /&gt;
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:::You'll get around to it in notime. In the meanwhile, please use [[DiabloWiki:Sanbox]] instead of my talk page to test =P --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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:::The explanation is not made by me, I didn't really read it, It can be modified. As for the link, it's just better to have links to pages you know works. If people want to have the official source, it's available in the news item. The difference is that all the important things is in the news item, while with the BlizzCast, someone would have to read a whole lot of text to get the info they need. It's more practical. We might change this policy at a later time though, we'll see, the wiki is still relatively new, even if it has info in it from 10 years past! =) --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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::::Still ill move that vice versa hand thingy note to Vikkz image.... and BTW the 3 other images you added are blank... all i see are white pictures for some reason... --DxAxxxTyriel 1 April 2009 (CEST)&lt;br /&gt;
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:::::It does not belong under &amp;quot;development&amp;quot; though. =) I rephrased it and moved it to a new section instead. Very good job, I think we're done!. Also, the images were white since they were missing. Now they are uploaded, they are there! --[[User:Leord|Leord]] 15:58, 1 April 2009 (CEST)&lt;br /&gt;
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== Article regarding item colors... ==&lt;br /&gt;
so... i wanna make an article on item colors, what they mean etc etc... but A: should we make this article? B: Can we put this article into &amp;quot;weapons&amp;quot; or &amp;quot;inventory&amp;quot;? --1 April 2009 DxAxxxTyriel&lt;br /&gt;
:Hello DxAxxxTyriel! That's very cool, but you should do that in the [[Items#Item_Quality|Items]] article. There is an Item Quality section already that you can re-write or replace with all the new info.&lt;br /&gt;
:Also, you need to sign your talk page posts, so people can see who made it, and when. Just type &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;, or click the button in the tool box above that looks like [http://www.diablowiki.net/skins/common/images/button_sig.png this]. =) More info on [[Help:Talk]] --[[User:Leord|Leord]] 18:55, 1 April 2009 (CEST)&lt;br /&gt;
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::Well i do use it all the time... whenever i post in discussions or on talks... dont you see the stamp at the end of my msg's? and regarding item colors... i wanna state that an item's Background states its type... as seen in the latest pics and some others, an item's background shows what type of item it is... Blue background = Magic, Yellow = Rare, Standard color = non-magical equipment, Green (talisman) may = quest items... need proof? --DxAxxxTyriel 19:31, 1 April 2009 (CEST)&lt;br /&gt;
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:::Yeah, I got that, looks like a very good idea to go with! As I said, just implement it in the [[Items#Item_Quality|Items]] article! =)&lt;br /&gt;
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:::As for your sig. I just don;t understand why the wiki doesn't make your name into a link, like mine! --[[User:Leord|Leord]] 13:41, 2 April 2009 (CEST)&lt;br /&gt;
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:::: Could it be because my name is red? --DxAxxxTyriel 14:18, 2 April 2009 (CEST)&lt;br /&gt;
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:::: i replied in my talk page.... --DxAxxxTyriel 15:26, 2 April 2009 (CEST)&lt;br /&gt;
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== Archivist Article Done... ==&lt;br /&gt;
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http://www.diablowiki.net/Archivist xD (this is really true, check the site) --DxAxxxTyriel 21:34, 1 April 2009 (CEST)&lt;br /&gt;
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http://www.diablowiki.net/Known_Items_Listing (this one is edited majorly) --DxAxxxTyriel 18:13, 2 April 2009 (CEST)&lt;br /&gt;
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Check out me talk page when you can leord... &amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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== Wiki idea... ==&lt;br /&gt;
1st i want my cookie.... 2nd the idea is to add a transcript of everything that Bashiok posted in the forums (Only informative posts) since the dawn of time....--[[User:DxAxxxTyriel|DxAxxxTyriel]] 14:45, 3 April 2009 (CEST)&lt;br /&gt;
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: It's a very cool idea. It also entails a LOT of work. Please remember that all blue posts also can be found on http://www.blizzblues.com , so the immediate need and demand for it isn't all that... I'd like to have all blue posts very much though. Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =) --[[User:Leord|Leord]] 18:46, 7 April 2009 (CEST)&lt;br /&gt;
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:: sometimes i get lots of free time... so i can do it... i dont get what you mean by &amp;quot;Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =)&amp;quot;.... --[[User:DxAxxxTyriel|DxAxxxTyriel]] 18:52, 7 April 2009 (CEST)&lt;br /&gt;
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:::I mean that you need to ask yourself whether 50 hours of finding all blue posts by Bashiok will make more people happy than if you do other contributions to the wiki =) --[[User:Leord|Leord]] 18:58, 7 April 2009 (CEST)&lt;br /&gt;
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==Abd al-Hazir Page edits==&lt;br /&gt;
It's very nice to make your acquaintance. &lt;br /&gt;
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I do have some previous wiki experience, actually; I taught a short class on them last summer. I'm really mostly a browser, but it kills me to see bad grammar, so sometimes I step in. I also thought that the clear tie between the title &amp;quot;the warner&amp;quot; and al-Hazir's previous writings needed to be mentioned.&lt;br /&gt;
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I probably won't be too active as a contributor, but I do browse often, so I will clean up little things here and there. Once we have more information on the trading aspects of DIII, perhaps I will be more involved. But please feel free to give me advice. One's writing is never perfect, and mine is a little worse for the past few months spent in France.&lt;br /&gt;
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--[[User:Zrisher|Zrisher]] 09:53, 19 April 2009 (CET)&lt;br /&gt;
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== New category? ==&lt;br /&gt;
Hey there. I have a handful of pages on a gaming wikia as an introduction to a particular D2 mod. Somebody pointed me in the direction of this wiki thinking it would help more people. However, I don't want to just simply upload stuff here because from what I can see everything in this wiki appears to be for the original game. There isn't even a section or category for mods. So what's the official word on this?&lt;br /&gt;
- [[User:Trucidation|Trucidation]] 03:25, 1 May 2009 (CEST)&lt;br /&gt;
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:There's little to say about D3, really, because little has been released. We have a few things about D2 for comparision I guess. Also, since D3 isn't even released yet, it's unlikely there are mods for it, eh. --[[User:Vipermagi|Vipermagi]] 20:55, 1 May 2009 (CEST)&lt;br /&gt;
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::I'm confused, I'm talking about a D2 mod not D3. There are bunches of D2 mods out there (see ''Phrozen Keep''). Nevermind, I already figured out wiki categories already. - [[User:Trucidation|Trucidation]] 15:50, 2 May 2009 (CEST)&lt;br /&gt;
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:::Now we're both confused. D2 mods? Why? --[[User:Vipermagi|Vipermagi]] 21:14, 2 May 2009 (CEST)&lt;br /&gt;
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::::Eh? Sing_In_Silence mentioned that I should do the Median wiki here. So that's what I did. I asked here because I didn't see a mods category listed, that's all. - [[User:Trucidation|Trucidation]] 08:50, 3 May 2009 (CEST)&lt;br /&gt;
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I think Leo fell off the face of the Earth or something. Also, just noticed my talkpage is linked to as &amp;quot;needs fixing&amp;quot; on your userpage? For what I know it's not broken :&amp;gt; --[[User:Vipermagi|Vipermagi]] 11:13, 16 May 2009 (CEST)&lt;br /&gt;
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:Yeah. IncGamers.com, StarcraftWire.net and a holiday made me fall off! Massive excuses! :) Anyway, D2Wiki is the way to go to make wiki pages about the mod. The only question is really the naming policies you'll use. I would suggest using a regular name (a character you made in the mod for instance) for everything that doesn't have a regular D2 reference. If it does, use &amp;quot;[[Name_used_(X_mod)]]&amp;quot;. &amp;quot;X_mod&amp;quot; would be the name of your mod.&lt;br /&gt;
&lt;br /&gt;
:It's also very important that you make a category for all pages in the mod, and put all articles relating to your mod in this category. A little template box to put at the top of each page just indicating &amp;quot;This is an article relating to the Diablo II mod X&amp;quot; would also be good.&lt;br /&gt;
&lt;br /&gt;
:Besides that, it will of course help to have a good navigation template to add on the bottom or something as well. Seeing as you have previous experience with wikis, I assume you understand what I mean, or else, just check the [[Help]] section. :)&lt;br /&gt;
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:Vipermagi, if I'm gone, please tell everyone that asks &amp;quot;can I put this here&amp;quot; - YES! :) Either way, awesome that you did answer him as well! :) Also, don't hesitate to PM me or send me an e-mail! --[[User:Leord|Leord]] 18:02, 20 May 2009 (CEST)&lt;br /&gt;
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== Oi, Archive?! ==&lt;br /&gt;
2 things: &amp;lt;br /&amp;gt;&lt;br /&gt;
I removed a broken link added by [[User:AcelvIrolc]] in [http://www.diablowiki.net/Special:Recentchanges?title=User_talk:Leord&amp;amp;curid=1894&amp;amp;diff=8964&amp;amp;oldid=8947 this edit]. I noticed we don't have the Undo/Revert function? *sadface* Oh well, just takes a little getting used to.&amp;lt;br /&amp;gt;&lt;br /&gt;
And your talkpage is 35Kb. That means your talkpage is getting big. Maybe consider an archive some time soon? :P --[[User:Vipermagi|Vipermagi]] 12:13, 23 May 2009 (CEST)&lt;br /&gt;
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:Eh, just found out about an error in the code; When using the Toolbox option &amp;quot;[[Special:Whatlinkshere|What Links Here]]&amp;quot;, it will always have the [[Main Page]] as target, rather than the page you're on when you click the link. I wanted to redirect links from [[Great Exile]] to [[Dark Exile]], as I moved the former to the latter to correspond with Lore.&lt;br /&gt;
:&amp;quot;[[Special:Recentchangeslinked|Related Changes]]&amp;quot;, &amp;quot;[http://www.diablowiki.net/index.php?title=Main_Page&amp;amp;printable=yes Printable Version]&amp;quot; and &amp;quot;Permanent Link&amp;quot; have similar issues. Permanent Link doesn't take the Main Page, but a certain revision in the history of this site: [http://www.diablowiki.net/w/index.php?title=Main_Page&amp;amp;oldid=4890 Prime Evils page creation]. --[[User:Vipermagi|Vipermagi]] 12:24, 23 May 2009 (CEST)&lt;br /&gt;
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::Regarding the &amp;quot;variable&amp;quot; links on each page: I really thought they fixed that. It was a problem way back, and Rush said he sorted it. I guess we'll have to look harder. The menus could use a little polish anyway. I can't remember the standard way of making an archive, so I have not yet bothered. You are right though, it needs to be done! --[[User:Leord|Leord]] 17:47, 26 May 2009 (CEST)&lt;br /&gt;
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:::Over on GuildWars wikis I frequent Moving the page is preferrable, due to the History tab; If you copy/paste all messages, the history isn't copied along, thus basically breaching copyright. And having a massacre History tab to look back into 15 archives is... less than desirable :) --[[User:Vipermagi|Vipermagi]] 22:22, 26 May 2009 (CEST)&lt;br /&gt;
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::::I would like to make you and Azymn sysops. It would be so much easier. The problem is that I can't find where to do it :P I have done it in the past. Any tips?&lt;br /&gt;
::::Regarding moving, that's usually better. The problem is if there is a page there already, in which case, the next best thing is copy-paste... --[[User:Leord|Leord]] 13:41, 28 May 2009 (CEST)&lt;br /&gt;
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:::::Well, I assume you're not going to move your current talk page to [[Barbarian]], so that won't be a problem. Also, [[special:userrights]]? --[[User:Vipermagi|Vipermagi]] 17:16, 28 May 2009 (CEST)&lt;br /&gt;
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::::::Hehe. Oki, thanks for the tip. It seems I am not a Bureaucrat. Asking if Flux can fix. --[[User:Leord|Leord]] 20:48, 28 May 2009 (CEST)&lt;br /&gt;
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== Diii.net:Diablo III Weekly Wallpaper Updates ==&lt;br /&gt;
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Yo Leo,  just wanted to let you know i have finished the updates on the [[Diii.net:Diablo_III_Weekly_Wallpaper|Diablo III Weekly Wallpaper]] section tables all set and modified.  If i broke em up by months that might have looked a little off so i just did them by post number and the (date) style like i had it.  Also thinking in the future about [[diii.net:Fan Art Watch]] wiki page or whatever we choose to call it in the future.  Let me know what you think.  Now that im done here and posted my wallpapers,  im going to bed talk to you soon Gunnar! --[[User:Holyknight3000|holyknight3000]] 11:03, 1 June 2009 (CEST)&lt;br /&gt;
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:I've told you what I think on MSN and on the talk pages :) Great job! --[[User:Leord|Leord]] 12:56, 8 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Ranger ==&lt;br /&gt;
&lt;br /&gt;
Go ahead and make whatever edits you'd like to make to the [[Fan_class:Ranger|Ranger]], I'm all done for now. --[[User:Tigreye007|Tigreye007]] 17:00, 12 June 2009 (CEST)&lt;br /&gt;
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== conditional templating ==&lt;br /&gt;
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Hey Leord, here's the [[User:Azymn/Template:Monsterbox|modified test template]] we discussed earlier that taps into the extended ParserFunctions.  &lt;br /&gt;
I used the functions on most of the Label/value rows (Life, Mana, Resistance, etc) conditional so you can see the benefit.  It's a bit harder to read, but the functions work as advertised.&lt;br /&gt;
--[[User:Azymn|Azymn]]&lt;br /&gt;
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:That is just awesome. Could I ask you to implement it on an actual monster, so I know how it would look? --[[User:Leord|Leord]] 11:25, 17 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Zealot ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord. Thanks for the touch up. Yep, I did all the drawings and stuff myself. Feel free to make any changes you like, as I have absolutely no idea how to set up a good looking wiki page.&lt;br /&gt;
Thanks again&lt;br /&gt;
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--Sinbadass-- 12:20, 2 July 2009&lt;br /&gt;
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== Abd Al-Hazir ==&lt;br /&gt;
Hey Leord, I say on the Abd Al-Hazir article that you have &amp;quot;the meaning of &amp;quot;Abd&amp;quot; is literary &amp;quot;Worshipper of God&amp;quot; or &amp;quot;Worshipper&amp;quot; in Arabic, and &amp;quot;al-Hazir&amp;quot; mean &amp;quot;The Warner&amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As far as I have ever learned, Abd (عبد) means slave (or servant) in Arabic.&lt;br /&gt;
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I'm hesitant to change the article because I am by no means an expert in Arabic. I was just wondering where your translation came from.&lt;br /&gt;
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--13:24, 6 July 2009 SneakyArab&lt;br /&gt;
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:Hello SneakyArab. I got my translation from a colleague, who was kind enough to translate it for me. I asked him about this, and he said this:&lt;br /&gt;
:''that is correct''&lt;br /&gt;
:''Abd means worshiper of''&lt;br /&gt;
:''slave and servant could use abd, but it translates to worshipper directly''&lt;br /&gt;
:''servant is khaddam, not abd''&lt;br /&gt;
:He's kind of journalist and stuff, so I'd let his word stand unless you got support from some more arab-speaking people, or textual references :) --[[User:Leord|Leord]] 15:36, 6 July 2009 (CEST)&lt;br /&gt;
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::Well, Abd came up in a discussion with my arabic teacher once, and he is a Saudi citizen, and he said it meant slave. My grandmother (who was from Lebanon) also used it as such. It could have other meanings, I've just never heard it like that.&lt;br /&gt;
::--[[User:SneakyArab|SneakyArab]] 15:44, 6 July 2009 (CEST)&lt;br /&gt;
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:::Well, I have to agree an Arabic teacher would know. Asking for clarification :) --[[User:Leord|Leord]] 15:52, 6 July 2009 (CEST)&lt;br /&gt;
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::::Ok, cool :) --[[User:SneakyArab|SneakyArab]] 16:00, 6 July 2009 (CEST)&lt;br /&gt;
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::::: He said: &amp;quot;It's a matter of dialect. Abd is the proper Arabic word for slave, worshiper, servant, but in modern standard arabic it's different and depending on where you are in the Arabic speaking world. Abd is more generally regarded as worshiper and prefixes the names of God. It's unlikely you'll have a slave in this day and age, so that word has kind of lost its meaning.&amp;quot;&lt;br /&gt;
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::::: I've added both the meanings, and you're free to edit it further if it can be improved more! :) --[[User:Leord|Leord]] 16:03, 6 July 2009 (CEST)&lt;br /&gt;
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::::::OK, good enough for me! Thanks --[[User:SneakyArab|SneakyArab]] 16:28, 6 July 2009 (CEST)&lt;br /&gt;
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== The search function ==&lt;br /&gt;
Usually, when you click a search bar, it's empty (if it has a text, it's automatically removed). &amp;lt;br /&amp;gt;&lt;br /&gt;
However, I noticed that, using Firefox 3 and Monobook, the &amp;quot;Search Diablo 3&amp;quot; text needs to be manually removed here. Not really convenient, so to say. I don't know who else to bother with this, but you do, so... :D --[[User:Vipermagi|Vipermagi]] 17:54, 6 July 2009 (CEST)&lt;br /&gt;
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: Reported to rushster :) --[[User:Leord|Leord]] 18:11, 6 July 2009 (CEST)&lt;br /&gt;
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== Appreciation ==&lt;br /&gt;
Thank you for the touch-ups you did to the Alchemist page. As an English major, I was in agony over making such a mistake as putting &amp;quot;theirselves&amp;quot;. If there are any other problems with the page, please feel free to correct them. I have not had much experience in writing webpages, but I am learning. Also, if you have any ideas, I am very open to imput. I do have a question:  Is '''diablowiki.net''' connected to '''diii.net'''? I have noticed that my Alchemist page has appeared there as well, I wanted to make sure they were allowed to do so. -- 21:25, 8 July 2009 [[User:Kire|Kire]]&lt;br /&gt;
: You're quite welcome! :) Any edits in the wiki, you can get help in the [[Help|help section]]. As for Talk page comments, you can simply sign them with the press of a key, more info [[Help:Talk|here]].&lt;br /&gt;
: Diii.net is running DiabloWiki, but the contribs here does not necessarily have any connections with Diii.net. As for classes, do you mean [http://forums.diii.net/showthread.php?t=731429 this one]? Doesn't look like it's the same, other than the name. :) As for &amp;quot;allowed&amp;quot;, I am not sure what you mean. It's the internet, and you probably don't have a trademark for Alchemist. ;) Other than that, we don't impose any special user rights other than normal law. --[[User:Leord|Leord]] 11:49, 9 July 2009 (CEST)&lt;br /&gt;
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::For what I can find, anything on this Wiki is completely uncopyrighted, so it's basically right-to-copy.&lt;br /&gt;
::Somewhat related is the message above the Summary bar; &amp;quot;(see [[Project:Copyrights]] for details)&amp;quot;. Redlink, oops? ;) --[[User:Vipermagi|Vipermagi]] 15:31, 9 July 2009 (CEST)&lt;br /&gt;
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:::I know there are some rights reserved, for legal reasons etc. But over all, it's a pretty open affair :) --[[User:Leord|Leord]] 15:41, 9 July 2009 (CEST)&lt;br /&gt;
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::::Thanks again for clearing that up! And I do recognize that people are free to copy and edit anything on the site, so I'm not trying to lay claim to it. Sorry if I sounded like a jealous user -I think I was just shocked to see links to the Alchemist page on other sites so quickly. I need to also thank you for the link you gave me to the forum at Diii.net on Alchemists. I am now in touch with users with similar interests to my own! --[[User:Kire|Kire]]&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10359</id>
		<title>User talk:Leord/1</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10359"/>
				<updated>2009-07-08T21:25:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome==&lt;br /&gt;
Feel free to leave a message =) --[[User:Leord|Leord]] 18:16, 21 August 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signing posts==&lt;br /&gt;
Hi Leord: I got your message but I am not sure about the best way to answer to you. In fact, editing this post is the only way I could think of. How do you make sure there is a new message tag that pops up on your account when I send you a message? Anyways, yes I am currently trying to update the prefixes and suffixes data on diabloII wiki. I am not that experienced with Wiki (I work trial and error mostly) but I have been playing Diablo for 5 years so I know the game pretty well now. (unsigned: 08:33, 26 August 2008 [[User_talk:Widus|Widus]])&lt;br /&gt;
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: Cool! Well, take a look at this talk page, this is basically how to do it. Just remember to sign your posts on talk pages, to make it easier to see who posted =) Just make any edit on my talk page, and I'll get a small notification next time I log in to the wiki. To reply, just use &amp;quot;:&amp;quot; in front of the text, like I did here, and make a new headline for new topics. Make new headlines on top. We can keep discussions on one page, instead of flip-flopping here and there, and I assume my talk page will become quite busy, so lots of interesting things will be dealt with here ^^ I must say that you seem to be doing fine, and the prefixes and suffixes are important parts of Diablo, so great Kudos to you! Feel free to come back here and ask me for anything, small or big, I'm here to help =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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:: Great. Thanks! [[User_talk:Widus|Widus]] (11:51, 28 August 2008)&lt;br /&gt;
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==Question about signatures and Diablo III fact page==&lt;br /&gt;
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Hello Leord! &lt;br /&gt;
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Should I sign every page I edit? I understand signing the user pages and so on, but lots of times the edit can be only a small one and I don't want to take credit for it by signing the whole page. Could you clear this one up for me? When should I use signatures?&lt;br /&gt;
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Also, is there a Diablo III fact page yet? The kind of page which collects all the interesting facts about the game: release date, number of acts, playable character classes, game engine and so on. Not an in-depth article, just a quick &amp;quot;fact sheet&amp;quot; so people won't have to search all those little pieces of information all by themselves across the wiki. As the [http://www.boomtown.net/en_uk/articles/art.view.php?id=16571 recent boomtown article] tells us there's going to be four acts and confirmes once again that there's five character classes, it might be enough to start such a &amp;quot;fact page&amp;quot;, especially when the news are that the barbarian is the only recurring character class. --[[User:Mouseman|Mouseman]] 08:41, 23 August 2008 (CEST)&lt;br /&gt;
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: Hi Mouseman. You should only sign talk page edits. As for any other page, they would be cluttered with signs everywhere, and we're doing this as a communal project, so everyone's edits (that are not vandalism) are welcome and appreciated.&lt;br /&gt;
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: The fact sheet is a great idea, and while we don't have one, I'd post it in the news even if you did something out of the [[Fact Sheet]]. I think we have the official sheet laying about, I know Flux mentioned it in the news recently, might be in the [http://www.diii.net/articles/ Diii.net articles section]... Something to start from, and add to. Probably not that advanced, and the Boomtown article might be some cheat sheet help as well. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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== Minor Edits? ==&lt;br /&gt;
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Hi Leord,&amp;lt;br/&amp;gt; &lt;br /&gt;
Question for you: does flagging an edit as minor yield some advantage when dealing with the revision history?  What is the threshold for determining whether an edit is a minor change (i.e. is there a convention or is it mostly for typos)?&amp;lt;br/&amp;gt;&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:29, 23 August 2008 (CEST)&lt;br /&gt;
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: Good question! We currently do not have a convention for it, and the main reasoning is to be able to hide it in the [[Special:Recent Changes|Recent Changes]]. So, for right now, please do check it if it's minor, but if you don't, it's no biggie. I'd say that typo changes, or changing a word in a sentence to make it easier to understand is placed as &amp;quot;minor&amp;quot;. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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== Horodric Cube ==&lt;br /&gt;
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Hi Leord. You left a coment on [http://diablo2.diablowiki.net/index.php?title=User_talk:Nickshanks my talk page] but I can't recall what changes i made (they are not listed in the page history!). I wrote a Mac OS X editor for D2 characters. And sometimes actually play the game. Is there anything you specifically need help with? [[User:Nickshanks|Nickshanks]] 12:00, 17 September 2008 (CEST)&lt;br /&gt;
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== Class and Skill formats ==&lt;br /&gt;
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Hi Leord, good to see you on the liveblog the other day.  About the character/skill pages: now that we have a bit more info on characters and skills, I was thinking to rewrite the character screens and skill lists so they're more consistent, and hopefully present the data we have now a little better.  I figured I'd wait a few weeks for all the new info to trickle in before doing this, but wanted to run it by you to see if that approach is too drastic or if you (or Flux or Elly) have a strong idea of how you want them laid out.  I planned to make some temporary pages for preview purposes.  Thoughts?&amp;lt;br /&amp;gt; -- [[User:Azymn|Azymn]] 05:16, 14 October 2008 (CEST)&lt;br /&gt;
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: That sounds awesome! I know they need reworking, and never be afraid of playing a bit with the wiki. I recommend making test pages on your profile page. Just do it like this: [[User:Azymn/Barbarian_skills]], and we can discuss it there as well. Make sure to poke me, in case I miss the updates in the recent changes page. --[[User:Leord|Leord]] 18:07, 14 October 2008 (CEST)&lt;br /&gt;
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==Message==&lt;br /&gt;
Hi, Leord.  You left me a message somehow.  I'm still getting used to using this here wikithing.  I'm glad you liked my edit in the jewels section.  Some of that looked like it was written by a 7-year-old, but I felt like it'd have been too much effort to fix up properly.  --[[User:Doctorjorts|Doctorjorts]] 17:51, 3 October 2008 (CST)&lt;br /&gt;
: Ok, do you mean it's too much mess to fix at all, or just that it was a bit bad? --[[User:Leord|Leord]] 18:18, 14 October 2008 (CEST)&lt;br /&gt;
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==NPCs page linkup and greetings==&lt;br /&gt;
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Hi again Leord! The NPCs page isn't linked properly in the main page pull-down menu. I don't know how to forward pages so I was wondering if you could do it? So the category:Npcs page should be forwarded to category:NPCs.&lt;br /&gt;
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I was kind of bummed that you didn't mention me in the main page news when you thanked people's effor on the wiki ;) Did you forget me so soon? :) Well, anyway, I try to polish the [[NPCs]] page yet again and do an edit about Adria the witch today. Probably will be inactive after that for a while, though. Keep up the good work!!--[[User:Mouseman|Mouseman]] 09:41, 25 October 2008 (CEST)&lt;br /&gt;
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: Thanks Mouseman! I fixed that, and you can look in the [[Help:Redirect]] page for help on how to do that in the future. I'm really more interested in fixing the actual menu links than making redirects, but they are usually good as well, so thanks for being so astute! =)&lt;br /&gt;
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: I blame the wiki for not crediting you, as it only shows some 500 edits max in the recent changes. ;) I only said thanks to the last week or so worth of contribs, but I added you to a &amp;quot;friends&amp;quot; list of mine, so I haven't forgotten about you! You're still one of the best contribs ;)&lt;br /&gt;
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: Even if you don't have time to bring in contributions, try to take the time to check your messages (or mine), and post suggestions and opinions on the [[Talk:DiabloWiki:Community_Portal|Community Portal talk page]]. Even if you don't personally do big things all the time, it does help others to feel the wiki is alive =) --[[User:Leord|Leord]] 11:53, 27 October 2008 (CET)&lt;br /&gt;
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==Message==&lt;br /&gt;
Hola Leord! How's it going? I hope that everything is well :D&lt;br /&gt;
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This wiki is very nice/informative and should be the bible for the Diablo series. I'll be checking stuff out and correct spelling/add info or fix stuff...I like to lurk :p I think that this wiki is headed the right way and people are helping out a lot to fill it in.&lt;br /&gt;
--[[User:Shayagor|Shayagor]] 17:19, 25 October 2008 (CEST)&lt;br /&gt;
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:&amp;quot;Like to lurk&amp;quot; huh? =) I understand if you don't have time to do bigger things, but just crawling around pages and adding your opinions to discussions like the [[Talk:DiabloWiki:Community_Portal|Community Portal]], messages here, or on individual pages for pages. It really helps to make the wiki feel more alive, even if you mainly help with the polish, such as spelling and numbers. =) --[[User:Leord|Leord]] 12:06, 27 October 2008 (CET)&lt;br /&gt;
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==Tal Rasha==&lt;br /&gt;
Leord, thank you for your compliments on my Tal Rasha article.  I am new at this so thanks for editing it with links and categories.  I appreciate it.  I am quite interested in Diablo lore.  I will probably do a few more of the pages that the main page of the wiki lists as wanted.  Thanks for the help.  --[[User:Centipede_t|Centipede_t]] 11:18, 10 November 2008&lt;br /&gt;
: Made the reply on your page, just in case you missed it =) --[[User:Leord|Leord]] 17:12, 11 November 2008 (CET)&lt;br /&gt;
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==RE: Diablo Droughts==&lt;br /&gt;
Hey Leord, I got your message. It is my first time editing this wiki (I edit various work related ones, but they're much different) so if I did something wrong, or forgot to include something let me know. I did see the editing help page, but it was blank, so I figured I didn't have many constraints to work within. In regards to [[Diablo Drought]]s, I was extremely bored while studying so I decided to coin a term for the [frustrating] lack of news we've seen the past couple months. I find myself refreshing diii.net about 10-15 times a day :(&lt;br /&gt;
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Cheers, and thanks for the corrections.&lt;br /&gt;
--[[User_talk:D3nick|D3nick]] 22:46, 08 December 2008 (EST)&lt;br /&gt;
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==Hi!==&lt;br /&gt;
Hey, yeah that was me that you messaged a few days ago. I'm kind of new to this whole thing, but I've been a big Diablo fan for awhile, and thought I might as well fix a typo while I'm reading stuff on here. :)--[[User:Nithix|Nithix]] 22:08, 20 December 2008 (CET)&lt;br /&gt;
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:: Hey! Moved your comment down, for the chronology =) I also replied on your talk page instead of mine =) --[[User:Leord|Leord]] 11:15, 22 December 2008 (CET)&lt;br /&gt;
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== Linkies ==&lt;br /&gt;
Just skimmed your page and noticed you used external links to everything, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[http://diablowiki.net/User:Azymn Azymn]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
You could cut down the size, and remove the blue arrow+box thingy by changing it to &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|Azymn]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or, you could leave anything beyond the pipe empty, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Either way, it will produce [[User:Azymn|Azymn]], rather than [http://diablowiki.net/User:Azymn Azymn]. --[[User:Vipermagi|Vipermagi]] 15:12, 25 December 2008 (CET)&lt;br /&gt;
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: Hehe, indeed, right you are! I just did that as it's easier with copy+paste. In the Hellfire wiki I kept forgetting who came and made smaller contributions, so I don't want to do that same mistake again, that's all. =) If you dislike the external linkies, you're more than free to update my user page for me, but you can probably find lots of things that are more interesting to the community instead. ;)&lt;br /&gt;
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: I'm quite flattered that you were interested enough in the wiki to notice this, keep up the good work, I'll be back with more time on my hands in a little bit more than a week. I have almost never even the possibility to connect here, and everyone here at home wants to see me since I haven't seen them in over a year, many of them...--[[User:Leord|Leord]] 14:18, 27 December 2008 (CET)&lt;br /&gt;
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== Username on forum ==&lt;br /&gt;
I'm actually SlechtWeerBeer on the fora.. :P Saw you had a link to Vipermagi on your page (I have much too little to do &amp;gt;.&amp;gt;&amp;quot; ) --[[User:Vipermagi|Vipermagi]] 15:31, 9 January 2009 (CET)&lt;br /&gt;
: Thanks =) I was sure I had found you! =P So you don't know the other Vipermagi, I take it? --[[User:Leord|Leord]] 18:41, 12 January 2009 (CET)&lt;br /&gt;
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::Eh, no, I don't think so. Besides, his latest activity was in 2005 ^^&amp;quot; --[[User:Vipermagi|Vipermagi]] 21:57, 13 January 2009 (CET)&lt;br /&gt;
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::: True that. You are most perceptive, young padawan! =) --[[User:Leord|Leord]] 12:07, 14 January 2009 (CET)&lt;br /&gt;
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==Worldstone article/page==&lt;br /&gt;
Hey man! First I want to say thank you for all the little tips and directions you gave me about wiking lately ;). Now, I was looking for the [[Worldstone]] article and it says &amp;quot;Temporary Removed&amp;quot; dated by you on november 8. Any chance it will be up and running again soon? I would love to refresh memory on it's story. --[[User:Mizantrop|Mizantrop]] 18:25, 16 January 2009 (CET)&lt;br /&gt;
: Yes, that would be very cool! The situation is that some contribs just copy+pasted material from the Wikia DiabloWiki, and we want the material over here to be original to us, at most copying official text (and then mostly for the [[manual]]s etc). In order to update the article with fresh, DiabloWiki-lore, you can go to the &amp;quot;history&amp;quot; section of it, and see the text of the older version. Don't copy+paste it back, but use it for inspiration. Meaning, the facts themselves are ok to use, but you need to use your own language when making the article.&lt;br /&gt;
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:A few other articles have a similar &amp;quot;Temp deleted&amp;quot;. The few of us that contrib lore haven't gotten around to adding them yet, but they are sorely needed. --[[User:Leord|Leord]] 19:40, 16 January 2009 (CET)&lt;br /&gt;
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::I noticed your need for a [[Worldstone]] page, so I decided to create it as my first real article contribution. I added an image for it, also. Hope you like it! --[[User:Delowyn|Delowyn]] 10:27, 24 January 2009 (CET)&lt;br /&gt;
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::: Hey man. That's awesome, dude! =) It's a superb start for any Wiki editor, and I only have one thing I think you should look at. Please try to keep links to other pages at a lower count. Lots of different links are good, but you only need one link to a specified page per section of the article. Basically, link only [[Sanctuary]] once in the top section, and once in the bottom section. If the page has 5 sections, link up to 5 times to Sanctuary. ;) Same with any link, ofc. Also, good you added the &amp;quot;red&amp;quot; links. It will make them show up [[Special:Wantedpages|here]], so people can find what's needed to make. Make sure to check out my home-grown [[Help]] section, or just ask me if you have a question. PM or e-mail works fine as well! =) Leord 18:16, 26 January 2009 (CET)&lt;br /&gt;
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== Thanks ==&lt;br /&gt;
Hey man, just wanted to say I got your wiki message today, and thank you for the tips! Of course I don't mind the updates, bring them anytime. Mi casa es su casa. First time using a wiki and I'm still wrapping my head around the rules.&lt;br /&gt;
--[[User:Delowyn|Delowyn]] 00:05, 24 January 2009 (CET)&lt;br /&gt;
:Cool. Basically, the norm is to reply to messages on teh same page it was made, so you reply on your page if I cam to you with questions, and I reply here, if you ask me =) Sometimes it's good to leave a little &amp;quot;poke&amp;quot; on the other person's page, so they get a message from the wiki they got a new &amp;quot;PM&amp;quot;. --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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==Contest Links==&lt;br /&gt;
Hey Leo,  on my wiki page I added two images for contest art that I had done,  I was wondering if you or anyone else were going to add the contest pages to the community section.  I can build them if needed just wanted to come to you here first.  The two pages I have the two images linked in their descriptions are: [[Swords Fanart Contest]] and [[Halloween 2008 Contest]] the sub-section on my page for them is [[http://www.diablowiki.net/Holyknight3000#Contest_Artwork Contest Artwork]]. Get back with me later or reply to this wiki post when you can ill check the page daily.  Thanks --[[User:Holyknight3000|holyknight3000]] 01:52, 26 January 2009 (CET)&lt;br /&gt;
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: Hey HK. The contest pages are definitely going to be added at one point or another. At the moment, I think lore pages will have my full attention though, so I definitely encourage you to carry it on. I did make [[Diii.net contests]] some time ago, but is not sufficiently updated. Also, if you wish to make specific articles for each contest, just make one like this: [[Diii.net contests: Swords Fanart Contest]]. Or whatever name the contest had. If there was different names mentioned on different places, use your own judgement. =) I'm more than happy to come with pointers and help for making the pages, and don't feel like you need to update the [[Diii.net contests]]. Just leave a link from there to your pages.&amp;lt;br&amp;gt;&lt;br /&gt;
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: The reason for having &amp;quot;Diii.net contests:&amp;quot; in front of the names is ofc that other fansites might join in to help the wiki, and they can use their own pages for contests ;) --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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:: An update for you,  you can change the wording if you like but the [[http://www.diablowiki.net/Diii.net_contests#Second_Chance_Readers.27_Vote_Fan_Art_Contest Second Chance Readers' Vote Fan Art Contest] wasn't really updated so i added the winners and the fact that the contest rewarded 3 books instead and added the text about it anf a link to Flux's post about it on the second page of the post.  Let me know what ya think and any ideas for later.  Thanks Leo,  --[[User:Holyknight3000|holyknight3000]] 04:18, 28 January 2009 (CET)&lt;br /&gt;
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::: Another great update, good one. It's obviously not a major one, but it's good to get your head around the code, so any update is good, and it's actually better to start with the ones that are not of critical importance. Myself or Flux will get around to updating the competitions page further later on. Well, if it's already done by then, that's awesome, so we can dedicate time to other things, such as new articles or larger projects =) --[[User:Leord|Leord]] 17:40, 28 January 2009 (CET)&lt;br /&gt;
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:::: Anythime,  just noticed it wasn't updated with links and other things.  I'll leave it to you guys there.  I'll do what delo does,  and help on other websites,  since ive helped the community with wallpapers,  think ill do my best and help on the wiki as well.&lt;br /&gt;
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::::Also this has been eating at me,  i wonder if i could make a Fiery Runes Series page,  reason im asking is because i can make the page show how the series was built,  the changes done to the series,  a behind the scenes thing i dunno,  i almost made the page 4 times but i restrained myself,  thought i'd come talk to the boss over the wiki about it.  If not ill add it to my wiki page,  either way i think it'll be a nice add to the wiki.  Thanks Leo, --[[User:Holyknight3000|holyknight3000]] 04:40, 29 January 2009 (CET)&lt;br /&gt;
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:::::This is the Diablo Wiki. Everything related to Diablo, the game, lore and the community will eventually be included! =) Basically, anything you think might be of slight interest is worthy of an article. The only thing you need to think of is naming policy, and structure of the page. It needs to NOT be an advertisement, it's to be informative. I know this isn't a problem with you, but that's the guideline.&lt;br /&gt;
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:::::So, when making a new article, you need to think ahad a bit, so the name will not clash with future ingame items, quests or the like. Since you are &amp;quot;just&amp;quot; a contrib still (you're more than welcome as a sysop later on, if you have you get time/skill for it), you don't really have to make a great analysis. Just make an article with appropriate name, and if I come along and think that's a name that we might use for something else, I'll just move the page, and leave a redirect. The content is still there, so there is never a reason NOT to make an article if you have the idea, inspiration and time to do so. =) I hope that answered your question...&lt;br /&gt;
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:::::Yeah, so [[Fiery Runes Series]] is an ok name for now, can't think of any reason to have it different. Perhaps we'll make it like [[Fanart:Fiery Runes Series]] or so in the future, for coherence with other fan artists. But go with [[Fiery Runes Series]] for now, that's cool. --[[User:Leord|Leord]] 13:17, 30 January 2009 (CET)&lt;br /&gt;
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::::::Give me some time to gather all the data,  and type it all; out images also,  but if you want my honest opinion leo,  this stuff should be like you said at the latter [[Fanart:Fiery Runes Series]],  Need to get with Delo and see if he wants to name his 3d art series and make a similar page so he can show how he made all his images.  Worst case scenario I could just add how i did the series as a subsection on my page as the rest of the series posts are there too.  I might do that for now and when we get the data all situated ill move it to the new page.  Let me know what you think. --[[User:Holyknight3000|holyknight3000]] 03:43, 31 January 2009 (CET)&lt;br /&gt;
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::::::: With this structure, it does not have to be a &amp;quot;series&amp;quot;. Just any project. He could do a [[Fanart:Mistress of Pain]] with pics. In this case, it's plenty of room on his [[Delowyn]] page, so no need to think of it right now, but as time goes on, there might be too much clutter, so splicing the page up into other articles is just natural. Just like any wiki page! Point is, any article that's related DIRECTLY to fan art, we'll from now on decide to add in a &amp;quot;Fanart:&amp;quot; prefix, just like &amp;quot;[[User:Holyknight3000]]&amp;quot; or &amp;quot;[[Boilerplate:Monster]]. =) --[[User:Leord|Leord]] 15:13, 3 February 2009 (CET)&lt;br /&gt;
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:::::::: Sounds like a plan to me leo,  in the future let me know when you want me to move my stuff to a new page or whatever.  Until then ill build the behind the runes sup-section in the meantime!--[[User:Holyknight3000|holyknight3000]] 21:59, 3 February 2009 (CET)&lt;br /&gt;
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==Replying==&lt;br /&gt;
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Hey Leo,  check my page i replied to your message! --[[User:Holyknight3000|holyknight3000]] 22:53, 4 February 2009 (CET)&lt;br /&gt;
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::On a side note i pray when i created pages and moved them around like you asked,  that i did them right,  please get back with me soon if i didn't.  I have a feeling i did just still worried you know.  This is THE diablowiki after all! --[[User:Holyknight3000|holyknight3000]] 02:37, 5 February 2009 (CET)&lt;br /&gt;
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==Phase Two for the Behind the Fiery Runes==&lt;br /&gt;
Just letting you know leo if you havent seen yet that ive started adding images to the [[Fanart:Behind_the_Fiery_Runes]] and will gradually add more as time goes on.  I know ill do revisions but Atleast the sections getting some images added now!--[[User:Holyknight3000|holyknight3000]] 00:26, 15 February 2009 (CET)&lt;br /&gt;
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==Massive Wiki Updates for my Sections==&lt;br /&gt;
hey leo Ive been a tad busy today,  updated [[Fanart:Behind the Fiery Runes]], [[Fanart:Fiery Runes Series]],  and my [[Holyknight3000]] page changing my Fiery Rune links into sub-links now that i learned the code a little better,  let me know what you think.  I really liked how it all turned out.  I may take it easy from a wallpaper this week i dunno I might make a new non fiery wall.  See ya soon!--[[User:Holyknight3000|holyknight3000]] 02:24, 16 February 2009 (CET)&lt;br /&gt;
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:Aw, man, this is exactly what I was thinking of when I was encouraging you to make a HK3K page! I fixed some oddity you made with the titles, but that's about it. I think you should add links to your Wiki profile, forum profile(s) and any Deviant Art account or the like. --[[User:Leord|Leord]] 16:57, 16 February 2009 (CET)&lt;br /&gt;
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::Hey Leo i also left messages on both discussions on both the wiki pages,  here - [[Talk:Fanart:Behind the Fiery Runes]] and [[Talk:Fanart:Fiery Runes Series]],  The Behind the fiery runes one i had an idea come about,  take a look and lemme know what ya think.--[[User:Holyknight3000|holyknight3000]] 22:09, 16 February 2009 (CET)&lt;br /&gt;
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:::Oki, made some comments, but with your newfound wiki skillz, there isn't much to say! ;) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
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== Re: Grammar Fixes ==&lt;br /&gt;
Sorry about the late reply; college has me busy at the moment :(&lt;br /&gt;
&lt;br /&gt;
Anyhow, I'd love to do some more writing/grammar fixes for the Wiki when I have the time.  Let me know if there's anything specific you'd like me to work on. - [[User:NateD|NateD]] 09:34, 17 February 2009 (CET)&lt;br /&gt;
:Replying on your page, we might as well keep the discussion there =) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
==Question for you Leo==&lt;br /&gt;
Check my talk on my wiki page man,  i'll keep all my fan art section ideas and questions there for the time being,  please check it often.--[[User:Holyknight3000|holyknight3000]] 12:07, 17 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== Whoops ==&lt;br /&gt;
&lt;br /&gt;
So... is the double talk pages a problem with the way the site is set up? Heh. Anyway, I left some messages [[http://diablo2.diablowiki.net/User_talk:Leord#re_greeting|here]]. [[User:MarauderIIC|MarauderIIC]] 09:04, 18 February 2009 (CET)&lt;br /&gt;
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== &amp;quot;Trading&amp;quot; article is up ==&lt;br /&gt;
I've started an article on '''[[Trading|item trading in DIII]]'''.  It's not much to look at yet, but the basics are there.  Let me know what you think! --[[User:NateD|NateD]] 21:10, 18 February 2009 (CET)&lt;br /&gt;
:Excellent, that's a very good start! I think we can likely flesh that out a little bit later as well, with details, such as the Auction House rumours etc. The Auction house article can be part of trading for now, and we'll redirect it in to the [[Trading]] article.&lt;br /&gt;
&lt;br /&gt;
:Sorry that I haven't replied before now, I have been very busy =P --[[User:Leord|Leord]] 15:42, 26 February 2009 (CET)&lt;br /&gt;
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==Image==&lt;br /&gt;
&lt;br /&gt;
Hi Leord, I accidently uploaded this file (http://www.diablowiki.net/Image:Talrasha_tombpainting.jpg) to the wrong wiki. I've uploaded it to the right one now, but I can't seem to delete the old version. Could you do it for me/tell me how.&lt;br /&gt;
&lt;br /&gt;
Cheers --[[User:Dragonhelmuk|Dragonhelmuk]] 23:13, 26 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:Hello mate! No problems! I haven't made a help page for this, so it's my own fault. There IS two wikis so this will happen once in a while. Over all, there is no problems with having images that are not 100% useful in the wiki, but on a principle, we do try to delete them and organize them in categories. The categorization has been very bad for myself, but that's a future project at this point. I have a plan for the structure, and it's easier to concentrate on one project at the time.&lt;br /&gt;
&lt;br /&gt;
:So! To delete an article, image, template or whatever, just add a delete template in it, like this: &amp;lt;nowiki&amp;gt;{{delete|reason for deletion}}&amp;lt;/nowiki&amp;gt;, just like a stub =) --[[User:Leord|Leord]] 11:57, 27 February 2009 (CET)&lt;br /&gt;
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== Heya Leord ==&lt;br /&gt;
I'm not sure who to annoy with this, but maybe you can tell those who know something about this. As of today (or yesterday; didn't check back then), the dropdown menu's drop down ''behind'' everything else, making them practically useless (and making [[special:recentchanges|rc]] hard to reach :o ). I'm using Firefox 3.0.7 on a Vista Ultimate rig, can't check other browsers as I don't have any ^^ --[[User:Vipermagi|Vipermagi]] 12:14, 8 March 2009 (CET)&lt;br /&gt;
:Flux told me of this, I'll bug the right person about it. There should not have been made any software changes to the site, so the change is weird. --[[User:Leord|Leord]] 11:55, 10 March 2009 (CET)&lt;br /&gt;
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::I forgot to mention this earlier; It's fixed now. Thanks to whomever :) --[[User:Vipermagi|Vipermagi]] 22:03, 23 March 2009 (CET)&lt;br /&gt;
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&lt;br /&gt;
== Testing... ==&lt;br /&gt;
&lt;br /&gt;
Test... test...--DxAxxxTyriel 15:22, 1 April 2009 (CEST)&lt;br /&gt;
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Test test... Wiki's would be much better with PM system... sigh....--DxAxxxTyriel 15:35, 1 April 2009 (CEST)&lt;br /&gt;
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::So, i edited the [[Inventory]] page... if im guessing correctly, you're the guy who re-edited it... and caused me a nervous breakdown xD.... and dude, why are you adding the &amp;quot;Please note that the area labelled &amp;quot;left hand&amp;quot; is actually right hand slot on the screen and vice-versa. It's the left hand of the character.&amp;quot; under the part bout bags? my pic has correct sides... i said right hand where HIS right hand is... and why cant we link to the blizzcast site? i mean the other thing is good, but blizzcast feels more... official? ima move the Please note bout vice versa hands thingy to nearby Vikkz image. --DxAxxxTyriel 15:44, 1 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::You'll get around to it in notime. In the meanwhile, please use [[DiabloWiki:Sanbox]] instead of my talk page to test =P --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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:::The explanation is not made by me, I didn't really read it, It can be modified. As for the link, it's just better to have links to pages you know works. If people want to have the official source, it's available in the news item. The difference is that all the important things is in the news item, while with the BlizzCast, someone would have to read a whole lot of text to get the info they need. It's more practical. We might change this policy at a later time though, we'll see, the wiki is still relatively new, even if it has info in it from 10 years past! =) --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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::::Still ill move that vice versa hand thingy note to Vikkz image.... and BTW the 3 other images you added are blank... all i see are white pictures for some reason... --DxAxxxTyriel 1 April 2009 (CEST)&lt;br /&gt;
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:::::It does not belong under &amp;quot;development&amp;quot; though. =) I rephrased it and moved it to a new section instead. Very good job, I think we're done!. Also, the images were white since they were missing. Now they are uploaded, they are there! --[[User:Leord|Leord]] 15:58, 1 April 2009 (CEST)&lt;br /&gt;
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== Article regarding item colors... ==&lt;br /&gt;
so... i wanna make an article on item colors, what they mean etc etc... but A: should we make this article? B: Can we put this article into &amp;quot;weapons&amp;quot; or &amp;quot;inventory&amp;quot;? --1 April 2009 DxAxxxTyriel&lt;br /&gt;
:Hello DxAxxxTyriel! That's very cool, but you should do that in the [[Items#Item_Quality|Items]] article. There is an Item Quality section already that you can re-write or replace with all the new info.&lt;br /&gt;
:Also, you need to sign your talk page posts, so people can see who made it, and when. Just type &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;, or click the button in the tool box above that looks like [http://www.diablowiki.net/skins/common/images/button_sig.png this]. =) More info on [[Help:Talk]] --[[User:Leord|Leord]] 18:55, 1 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Well i do use it all the time... whenever i post in discussions or on talks... dont you see the stamp at the end of my msg's? and regarding item colors... i wanna state that an item's Background states its type... as seen in the latest pics and some others, an item's background shows what type of item it is... Blue background = Magic, Yellow = Rare, Standard color = non-magical equipment, Green (talisman) may = quest items... need proof? --DxAxxxTyriel 19:31, 1 April 2009 (CEST)&lt;br /&gt;
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:::Yeah, I got that, looks like a very good idea to go with! As I said, just implement it in the [[Items#Item_Quality|Items]] article! =)&lt;br /&gt;
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:::As for your sig. I just don;t understand why the wiki doesn't make your name into a link, like mine! --[[User:Leord|Leord]] 13:41, 2 April 2009 (CEST)&lt;br /&gt;
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:::: Could it be because my name is red? --DxAxxxTyriel 14:18, 2 April 2009 (CEST)&lt;br /&gt;
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:::: i replied in my talk page.... --DxAxxxTyriel 15:26, 2 April 2009 (CEST)&lt;br /&gt;
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== Archivist Article Done... ==&lt;br /&gt;
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http://www.diablowiki.net/Archivist xD (this is really true, check the site) --DxAxxxTyriel 21:34, 1 April 2009 (CEST)&lt;br /&gt;
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http://www.diablowiki.net/Known_Items_Listing (this one is edited majorly) --DxAxxxTyriel 18:13, 2 April 2009 (CEST)&lt;br /&gt;
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Check out me talk page when you can leord... &amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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== Wiki idea... ==&lt;br /&gt;
1st i want my cookie.... 2nd the idea is to add a transcript of everything that Bashiok posted in the forums (Only informative posts) since the dawn of time....--[[User:DxAxxxTyriel|DxAxxxTyriel]] 14:45, 3 April 2009 (CEST)&lt;br /&gt;
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: It's a very cool idea. It also entails a LOT of work. Please remember that all blue posts also can be found on http://www.blizzblues.com , so the immediate need and demand for it isn't all that... I'd like to have all blue posts very much though. Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =) --[[User:Leord|Leord]] 18:46, 7 April 2009 (CEST)&lt;br /&gt;
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:: sometimes i get lots of free time... so i can do it... i dont get what you mean by &amp;quot;Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =)&amp;quot;.... --[[User:DxAxxxTyriel|DxAxxxTyriel]] 18:52, 7 April 2009 (CEST)&lt;br /&gt;
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:::I mean that you need to ask yourself whether 50 hours of finding all blue posts by Bashiok will make more people happy than if you do other contributions to the wiki =) --[[User:Leord|Leord]] 18:58, 7 April 2009 (CEST)&lt;br /&gt;
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==Abd al-Hazir Page edits==&lt;br /&gt;
It's very nice to make your acquaintance. &lt;br /&gt;
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I do have some previous wiki experience, actually; I taught a short class on them last summer. I'm really mostly a browser, but it kills me to see bad grammar, so sometimes I step in. I also thought that the clear tie between the title &amp;quot;the warner&amp;quot; and al-Hazir's previous writings needed to be mentioned.&lt;br /&gt;
&lt;br /&gt;
I probably won't be too active as a contributor, but I do browse often, so I will clean up little things here and there. Once we have more information on the trading aspects of DIII, perhaps I will be more involved. But please feel free to give me advice. One's writing is never perfect, and mine is a little worse for the past few months spent in France.&lt;br /&gt;
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--[[User:Zrisher|Zrisher]] 09:53, 19 April 2009 (CET)&lt;br /&gt;
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== New category? ==&lt;br /&gt;
Hey there. I have a handful of pages on a gaming wikia as an introduction to a particular D2 mod. Somebody pointed me in the direction of this wiki thinking it would help more people. However, I don't want to just simply upload stuff here because from what I can see everything in this wiki appears to be for the original game. There isn't even a section or category for mods. So what's the official word on this?&lt;br /&gt;
- [[User:Trucidation|Trucidation]] 03:25, 1 May 2009 (CEST)&lt;br /&gt;
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:There's little to say about D3, really, because little has been released. We have a few things about D2 for comparision I guess. Also, since D3 isn't even released yet, it's unlikely there are mods for it, eh. --[[User:Vipermagi|Vipermagi]] 20:55, 1 May 2009 (CEST)&lt;br /&gt;
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::I'm confused, I'm talking about a D2 mod not D3. There are bunches of D2 mods out there (see ''Phrozen Keep''). Nevermind, I already figured out wiki categories already. - [[User:Trucidation|Trucidation]] 15:50, 2 May 2009 (CEST)&lt;br /&gt;
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:::Now we're both confused. D2 mods? Why? --[[User:Vipermagi|Vipermagi]] 21:14, 2 May 2009 (CEST)&lt;br /&gt;
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::::Eh? Sing_In_Silence mentioned that I should do the Median wiki here. So that's what I did. I asked here because I didn't see a mods category listed, that's all. - [[User:Trucidation|Trucidation]] 08:50, 3 May 2009 (CEST)&lt;br /&gt;
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I think Leo fell off the face of the Earth or something. Also, just noticed my talkpage is linked to as &amp;quot;needs fixing&amp;quot; on your userpage? For what I know it's not broken :&amp;gt; --[[User:Vipermagi|Vipermagi]] 11:13, 16 May 2009 (CEST)&lt;br /&gt;
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:Yeah. IncGamers.com, StarcraftWire.net and a holiday made me fall off! Massive excuses! :) Anyway, D2Wiki is the way to go to make wiki pages about the mod. The only question is really the naming policies you'll use. I would suggest using a regular name (a character you made in the mod for instance) for everything that doesn't have a regular D2 reference. If it does, use &amp;quot;[[Name_used_(X_mod)]]&amp;quot;. &amp;quot;X_mod&amp;quot; would be the name of your mod.&lt;br /&gt;
&lt;br /&gt;
:It's also very important that you make a category for all pages in the mod, and put all articles relating to your mod in this category. A little template box to put at the top of each page just indicating &amp;quot;This is an article relating to the Diablo II mod X&amp;quot; would also be good.&lt;br /&gt;
&lt;br /&gt;
:Besides that, it will of course help to have a good navigation template to add on the bottom or something as well. Seeing as you have previous experience with wikis, I assume you understand what I mean, or else, just check the [[Help]] section. :)&lt;br /&gt;
&lt;br /&gt;
:Vipermagi, if I'm gone, please tell everyone that asks &amp;quot;can I put this here&amp;quot; - YES! :) Either way, awesome that you did answer him as well! :) Also, don't hesitate to PM me or send me an e-mail! --[[User:Leord|Leord]] 18:02, 20 May 2009 (CEST)&lt;br /&gt;
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== Oi, Archive?! ==&lt;br /&gt;
2 things: &amp;lt;br /&amp;gt;&lt;br /&gt;
I removed a broken link added by [[User:AcelvIrolc]] in [http://www.diablowiki.net/Special:Recentchanges?title=User_talk:Leord&amp;amp;curid=1894&amp;amp;diff=8964&amp;amp;oldid=8947 this edit]. I noticed we don't have the Undo/Revert function? *sadface* Oh well, just takes a little getting used to.&amp;lt;br /&amp;gt;&lt;br /&gt;
And your talkpage is 35Kb. That means your talkpage is getting big. Maybe consider an archive some time soon? :P --[[User:Vipermagi|Vipermagi]] 12:13, 23 May 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Eh, just found out about an error in the code; When using the Toolbox option &amp;quot;[[Special:Whatlinkshere|What Links Here]]&amp;quot;, it will always have the [[Main Page]] as target, rather than the page you're on when you click the link. I wanted to redirect links from [[Great Exile]] to [[Dark Exile]], as I moved the former to the latter to correspond with Lore.&lt;br /&gt;
:&amp;quot;[[Special:Recentchangeslinked|Related Changes]]&amp;quot;, &amp;quot;[http://www.diablowiki.net/index.php?title=Main_Page&amp;amp;printable=yes Printable Version]&amp;quot; and &amp;quot;Permanent Link&amp;quot; have similar issues. Permanent Link doesn't take the Main Page, but a certain revision in the history of this site: [http://www.diablowiki.net/w/index.php?title=Main_Page&amp;amp;oldid=4890 Prime Evils page creation]. --[[User:Vipermagi|Vipermagi]] 12:24, 23 May 2009 (CEST)&lt;br /&gt;
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::Regarding the &amp;quot;variable&amp;quot; links on each page: I really thought they fixed that. It was a problem way back, and Rush said he sorted it. I guess we'll have to look harder. The menus could use a little polish anyway. I can't remember the standard way of making an archive, so I have not yet bothered. You are right though, it needs to be done! --[[User:Leord|Leord]] 17:47, 26 May 2009 (CEST)&lt;br /&gt;
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:::Over on GuildWars wikis I frequent Moving the page is preferrable, due to the History tab; If you copy/paste all messages, the history isn't copied along, thus basically breaching copyright. And having a massacre History tab to look back into 15 archives is... less than desirable :) --[[User:Vipermagi|Vipermagi]] 22:22, 26 May 2009 (CEST)&lt;br /&gt;
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::::I would like to make you and Azymn sysops. It would be so much easier. The problem is that I can't find where to do it :P I have done it in the past. Any tips?&lt;br /&gt;
::::Regarding moving, that's usually better. The problem is if there is a page there already, in which case, the next best thing is copy-paste... --[[User:Leord|Leord]] 13:41, 28 May 2009 (CEST)&lt;br /&gt;
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:::::Well, I assume you're not going to move your current talk page to [[Barbarian]], so that won't be a problem. Also, [[special:userrights]]? --[[User:Vipermagi|Vipermagi]] 17:16, 28 May 2009 (CEST)&lt;br /&gt;
 &lt;br /&gt;
::::::Hehe. Oki, thanks for the tip. It seems I am not a Bureaucrat. Asking if Flux can fix. --[[User:Leord|Leord]] 20:48, 28 May 2009 (CEST)&lt;br /&gt;
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&lt;br /&gt;
== Diii.net:Diablo III Weekly Wallpaper Updates ==&lt;br /&gt;
&lt;br /&gt;
Yo Leo,  just wanted to let you know i have finished the updates on the [[Diii.net:Diablo_III_Weekly_Wallpaper|Diablo III Weekly Wallpaper]] section tables all set and modified.  If i broke em up by months that might have looked a little off so i just did them by post number and the (date) style like i had it.  Also thinking in the future about [[diii.net:Fan Art Watch]] wiki page or whatever we choose to call it in the future.  Let me know what you think.  Now that im done here and posted my wallpapers,  im going to bed talk to you soon Gunnar! --[[User:Holyknight3000|holyknight3000]] 11:03, 1 June 2009 (CEST)&lt;br /&gt;
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:I've told you what I think on MSN and on the talk pages :) Great job! --[[User:Leord|Leord]] 12:56, 8 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Ranger ==&lt;br /&gt;
&lt;br /&gt;
Go ahead and make whatever edits you'd like to make to the [[Fan_class:Ranger|Ranger]], I'm all done for now. --[[User:Tigreye007|Tigreye007]] 17:00, 12 June 2009 (CEST)&lt;br /&gt;
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&lt;br /&gt;
== conditional templating ==&lt;br /&gt;
&lt;br /&gt;
Hey Leord, here's the [[User:Azymn/Template:Monsterbox|modified test template]] we discussed earlier that taps into the extended ParserFunctions.  &lt;br /&gt;
I used the functions on most of the Label/value rows (Life, Mana, Resistance, etc) conditional so you can see the benefit.  It's a bit harder to read, but the functions work as advertised.&lt;br /&gt;
--[[User:Azymn|Azymn]]&lt;br /&gt;
&lt;br /&gt;
:That is just awesome. Could I ask you to implement it on an actual monster, so I know how it would look? --[[User:Leord|Leord]] 11:25, 17 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Zealot ==&lt;br /&gt;
&lt;br /&gt;
Hi Leord. Thanks for the touch up. Yep, I did all the drawings and stuff myself. Feel free to make any changes you like, as I have absolutely no idea how to set up a good looking wiki page.&lt;br /&gt;
Thanks again&lt;br /&gt;
&lt;br /&gt;
--Sinbadass-- 12:20, 2 July 2009&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Abd Al-Hazir ==&lt;br /&gt;
Hey Leord, I say on the Abd Al-Hazir article that you have &amp;quot;the meaning of &amp;quot;Abd&amp;quot; is literary &amp;quot;Worshipper of God&amp;quot; or &amp;quot;Worshipper&amp;quot; in Arabic, and &amp;quot;al-Hazir&amp;quot; mean &amp;quot;The Warner&amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As far as I have ever learned, Abd (عبد) means slave (or servant) in Arabic.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to change the article because I am by no means an expert in Arabic. I was just wondering where your translation came from.&lt;br /&gt;
&lt;br /&gt;
--13:24, 6 July 2009 SneakyArab&lt;br /&gt;
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&lt;br /&gt;
:Hello SneakyArab. I got my translation from a colleague, who was kind enough to translate it for me. I asked him about this, and he said this:&lt;br /&gt;
:''that is correct''&lt;br /&gt;
:''Abd means worshiper of''&lt;br /&gt;
:''slave and servant could use abd, but it translates to worshipper directly''&lt;br /&gt;
:''servant is khaddam, not abd''&lt;br /&gt;
:He's kind of journalist and stuff, so I'd let his word stand unless you got support from some more arab-speaking people, or textual references :) --[[User:Leord|Leord]] 15:36, 6 July 2009 (CEST)&lt;br /&gt;
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&lt;br /&gt;
::Well, Abd came up in a discussion with my arabic teacher once, and he is a Saudi citizen, and he said it meant slave. My grandmother (who was from Lebanon) also used it as such. It could have other meanings, I've just never heard it like that.&lt;br /&gt;
::--[[User:SneakyArab|SneakyArab]] 15:44, 6 July 2009 (CEST)&lt;br /&gt;
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:::Well, I have to agree an Arabic teacher would know. Asking for clarification :) --[[User:Leord|Leord]] 15:52, 6 July 2009 (CEST)&lt;br /&gt;
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::::Ok, cool :) --[[User:SneakyArab|SneakyArab]] 16:00, 6 July 2009 (CEST)&lt;br /&gt;
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::::: He said: &amp;quot;It's a matter of dialect. Abd is the proper Arabic word for slave, worshiper, servant, but in modern standard arabic it's different and depending on where you are in the Arabic speaking world. Abd is more generally regarded as worshiper and prefixes the names of God. It's unlikely you'll have a slave in this day and age, so that word has kind of lost its meaning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::::: I've added both the meanings, and you're free to edit it further if it can be improved more! :) --[[User:Leord|Leord]] 16:03, 6 July 2009 (CEST)&lt;br /&gt;
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::::::OK, good enough for me! Thanks --[[User:SneakyArab|SneakyArab]] 16:28, 6 July 2009 (CEST)&lt;br /&gt;
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== The search function ==&lt;br /&gt;
Usually, when you click a search bar, it's empty (if it has a text, it's automatically removed). &amp;lt;br /&amp;gt;&lt;br /&gt;
However, I noticed that, using Firefox 3 and Monobook, the &amp;quot;Search Diablo 3&amp;quot; text needs to be manually removed here. Not really convenient, so to say. I don't know who else to bother with this, but you do, so... :D --[[User:Vipermagi|Vipermagi]] 17:54, 6 July 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Reported to rushster :) --[[User:Leord|Leord]] 18:11, 6 July 2009 (CEST)&lt;br /&gt;
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== Appreciation ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the touch-ups you did to the Alchemist page. As an English major, I was in agony over making such a mistake as putting &amp;quot;theirselves&amp;quot;. If there are any other problems with the page, please feel free to correct them. I have not had much experience in writing webpages, but I am learning. Also, if you have any ideas, I am very open to imput. I do have a question:  Is '''diablowiki.net''' connected to '''diii.net'''? I have noticed that my Alchemist page has appeared there as well, I wanted to make sure they were allowed to do so. -[[User:Kire|Kire]]&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10358</id>
		<title>User talk:Leord/1</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=User_talk:Leord/1&amp;diff=10358"/>
				<updated>2009-07-08T21:23:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: Appreciation&lt;/p&gt;
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&lt;div&gt;==Welcome==&lt;br /&gt;
Feel free to leave a message =) --[[User:Leord|Leord]] 18:16, 21 August 2008 (CEST)&lt;br /&gt;
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==Signing posts==&lt;br /&gt;
Hi Leord: I got your message but I am not sure about the best way to answer to you. In fact, editing this post is the only way I could think of. How do you make sure there is a new message tag that pops up on your account when I send you a message? Anyways, yes I am currently trying to update the prefixes and suffixes data on diabloII wiki. I am not that experienced with Wiki (I work trial and error mostly) but I have been playing Diablo for 5 years so I know the game pretty well now. (unsigned: 08:33, 26 August 2008 [[User_talk:Widus|Widus]])&lt;br /&gt;
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: Cool! Well, take a look at this talk page, this is basically how to do it. Just remember to sign your posts on talk pages, to make it easier to see who posted =) Just make any edit on my talk page, and I'll get a small notification next time I log in to the wiki. To reply, just use &amp;quot;:&amp;quot; in front of the text, like I did here, and make a new headline for new topics. Make new headlines on top. We can keep discussions on one page, instead of flip-flopping here and there, and I assume my talk page will become quite busy, so lots of interesting things will be dealt with here ^^ I must say that you seem to be doing fine, and the prefixes and suffixes are important parts of Diablo, so great Kudos to you! Feel free to come back here and ask me for anything, small or big, I'm here to help =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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:: Great. Thanks! [[User_talk:Widus|Widus]] (11:51, 28 August 2008)&lt;br /&gt;
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==Question about signatures and Diablo III fact page==&lt;br /&gt;
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Hello Leord! &lt;br /&gt;
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Should I sign every page I edit? I understand signing the user pages and so on, but lots of times the edit can be only a small one and I don't want to take credit for it by signing the whole page. Could you clear this one up for me? When should I use signatures?&lt;br /&gt;
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Also, is there a Diablo III fact page yet? The kind of page which collects all the interesting facts about the game: release date, number of acts, playable character classes, game engine and so on. Not an in-depth article, just a quick &amp;quot;fact sheet&amp;quot; so people won't have to search all those little pieces of information all by themselves across the wiki. As the [http://www.boomtown.net/en_uk/articles/art.view.php?id=16571 recent boomtown article] tells us there's going to be four acts and confirmes once again that there's five character classes, it might be enough to start such a &amp;quot;fact page&amp;quot;, especially when the news are that the barbarian is the only recurring character class. --[[User:Mouseman|Mouseman]] 08:41, 23 August 2008 (CEST)&lt;br /&gt;
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: Hi Mouseman. You should only sign talk page edits. As for any other page, they would be cluttered with signs everywhere, and we're doing this as a communal project, so everyone's edits (that are not vandalism) are welcome and appreciated.&lt;br /&gt;
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: The fact sheet is a great idea, and while we don't have one, I'd post it in the news even if you did something out of the [[Fact Sheet]]. I think we have the official sheet laying about, I know Flux mentioned it in the news recently, might be in the [http://www.diii.net/articles/ Diii.net articles section]... Something to start from, and add to. Probably not that advanced, and the Boomtown article might be some cheat sheet help as well. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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== Minor Edits? ==&lt;br /&gt;
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Hi Leord,&amp;lt;br/&amp;gt; &lt;br /&gt;
Question for you: does flagging an edit as minor yield some advantage when dealing with the revision history?  What is the threshold for determining whether an edit is a minor change (i.e. is there a convention or is it mostly for typos)?&amp;lt;br/&amp;gt;&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:29, 23 August 2008 (CEST)&lt;br /&gt;
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: Good question! We currently do not have a convention for it, and the main reasoning is to be able to hide it in the [[Special:Recent Changes|Recent Changes]]. So, for right now, please do check it if it's minor, but if you don't, it's no biggie. I'd say that typo changes, or changing a word in a sentence to make it easier to understand is placed as &amp;quot;minor&amp;quot;. =) --[[User:Leord|Leord]] 14:37, 26 August 2008 (CEST)&lt;br /&gt;
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== Horodric Cube ==&lt;br /&gt;
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Hi Leord. You left a coment on [http://diablo2.diablowiki.net/index.php?title=User_talk:Nickshanks my talk page] but I can't recall what changes i made (they are not listed in the page history!). I wrote a Mac OS X editor for D2 characters. And sometimes actually play the game. Is there anything you specifically need help with? [[User:Nickshanks|Nickshanks]] 12:00, 17 September 2008 (CEST)&lt;br /&gt;
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== Class and Skill formats ==&lt;br /&gt;
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Hi Leord, good to see you on the liveblog the other day.  About the character/skill pages: now that we have a bit more info on characters and skills, I was thinking to rewrite the character screens and skill lists so they're more consistent, and hopefully present the data we have now a little better.  I figured I'd wait a few weeks for all the new info to trickle in before doing this, but wanted to run it by you to see if that approach is too drastic or if you (or Flux or Elly) have a strong idea of how you want them laid out.  I planned to make some temporary pages for preview purposes.  Thoughts?&amp;lt;br /&amp;gt; -- [[User:Azymn|Azymn]] 05:16, 14 October 2008 (CEST)&lt;br /&gt;
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: That sounds awesome! I know they need reworking, and never be afraid of playing a bit with the wiki. I recommend making test pages on your profile page. Just do it like this: [[User:Azymn/Barbarian_skills]], and we can discuss it there as well. Make sure to poke me, in case I miss the updates in the recent changes page. --[[User:Leord|Leord]] 18:07, 14 October 2008 (CEST)&lt;br /&gt;
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==Message==&lt;br /&gt;
Hi, Leord.  You left me a message somehow.  I'm still getting used to using this here wikithing.  I'm glad you liked my edit in the jewels section.  Some of that looked like it was written by a 7-year-old, but I felt like it'd have been too much effort to fix up properly.  --[[User:Doctorjorts|Doctorjorts]] 17:51, 3 October 2008 (CST)&lt;br /&gt;
: Ok, do you mean it's too much mess to fix at all, or just that it was a bit bad? --[[User:Leord|Leord]] 18:18, 14 October 2008 (CEST)&lt;br /&gt;
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==NPCs page linkup and greetings==&lt;br /&gt;
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Hi again Leord! The NPCs page isn't linked properly in the main page pull-down menu. I don't know how to forward pages so I was wondering if you could do it? So the category:Npcs page should be forwarded to category:NPCs.&lt;br /&gt;
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I was kind of bummed that you didn't mention me in the main page news when you thanked people's effor on the wiki ;) Did you forget me so soon? :) Well, anyway, I try to polish the [[NPCs]] page yet again and do an edit about Adria the witch today. Probably will be inactive after that for a while, though. Keep up the good work!!--[[User:Mouseman|Mouseman]] 09:41, 25 October 2008 (CEST)&lt;br /&gt;
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: Thanks Mouseman! I fixed that, and you can look in the [[Help:Redirect]] page for help on how to do that in the future. I'm really more interested in fixing the actual menu links than making redirects, but they are usually good as well, so thanks for being so astute! =)&lt;br /&gt;
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: I blame the wiki for not crediting you, as it only shows some 500 edits max in the recent changes. ;) I only said thanks to the last week or so worth of contribs, but I added you to a &amp;quot;friends&amp;quot; list of mine, so I haven't forgotten about you! You're still one of the best contribs ;)&lt;br /&gt;
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: Even if you don't have time to bring in contributions, try to take the time to check your messages (or mine), and post suggestions and opinions on the [[Talk:DiabloWiki:Community_Portal|Community Portal talk page]]. Even if you don't personally do big things all the time, it does help others to feel the wiki is alive =) --[[User:Leord|Leord]] 11:53, 27 October 2008 (CET)&lt;br /&gt;
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==Message==&lt;br /&gt;
Hola Leord! How's it going? I hope that everything is well :D&lt;br /&gt;
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This wiki is very nice/informative and should be the bible for the Diablo series. I'll be checking stuff out and correct spelling/add info or fix stuff...I like to lurk :p I think that this wiki is headed the right way and people are helping out a lot to fill it in.&lt;br /&gt;
--[[User:Shayagor|Shayagor]] 17:19, 25 October 2008 (CEST)&lt;br /&gt;
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:&amp;quot;Like to lurk&amp;quot; huh? =) I understand if you don't have time to do bigger things, but just crawling around pages and adding your opinions to discussions like the [[Talk:DiabloWiki:Community_Portal|Community Portal]], messages here, or on individual pages for pages. It really helps to make the wiki feel more alive, even if you mainly help with the polish, such as spelling and numbers. =) --[[User:Leord|Leord]] 12:06, 27 October 2008 (CET)&lt;br /&gt;
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==Tal Rasha==&lt;br /&gt;
Leord, thank you for your compliments on my Tal Rasha article.  I am new at this so thanks for editing it with links and categories.  I appreciate it.  I am quite interested in Diablo lore.  I will probably do a few more of the pages that the main page of the wiki lists as wanted.  Thanks for the help.  --[[User:Centipede_t|Centipede_t]] 11:18, 10 November 2008&lt;br /&gt;
: Made the reply on your page, just in case you missed it =) --[[User:Leord|Leord]] 17:12, 11 November 2008 (CET)&lt;br /&gt;
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==RE: Diablo Droughts==&lt;br /&gt;
Hey Leord, I got your message. It is my first time editing this wiki (I edit various work related ones, but they're much different) so if I did something wrong, or forgot to include something let me know. I did see the editing help page, but it was blank, so I figured I didn't have many constraints to work within. In regards to [[Diablo Drought]]s, I was extremely bored while studying so I decided to coin a term for the [frustrating] lack of news we've seen the past couple months. I find myself refreshing diii.net about 10-15 times a day :(&lt;br /&gt;
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Cheers, and thanks for the corrections.&lt;br /&gt;
--[[User_talk:D3nick|D3nick]] 22:46, 08 December 2008 (EST)&lt;br /&gt;
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==Hi!==&lt;br /&gt;
Hey, yeah that was me that you messaged a few days ago. I'm kind of new to this whole thing, but I've been a big Diablo fan for awhile, and thought I might as well fix a typo while I'm reading stuff on here. :)--[[User:Nithix|Nithix]] 22:08, 20 December 2008 (CET)&lt;br /&gt;
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:: Hey! Moved your comment down, for the chronology =) I also replied on your talk page instead of mine =) --[[User:Leord|Leord]] 11:15, 22 December 2008 (CET)&lt;br /&gt;
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== Linkies ==&lt;br /&gt;
Just skimmed your page and noticed you used external links to everything, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[http://diablowiki.net/User:Azymn Azymn]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
You could cut down the size, and remove the blue arrow+box thingy by changing it to &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|Azymn]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or, you could leave anything beyond the pipe empty, like so: &lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;[[User:Azymn|]]&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Either way, it will produce [[User:Azymn|Azymn]], rather than [http://diablowiki.net/User:Azymn Azymn]. --[[User:Vipermagi|Vipermagi]] 15:12, 25 December 2008 (CET)&lt;br /&gt;
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: Hehe, indeed, right you are! I just did that as it's easier with copy+paste. In the Hellfire wiki I kept forgetting who came and made smaller contributions, so I don't want to do that same mistake again, that's all. =) If you dislike the external linkies, you're more than free to update my user page for me, but you can probably find lots of things that are more interesting to the community instead. ;)&lt;br /&gt;
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: I'm quite flattered that you were interested enough in the wiki to notice this, keep up the good work, I'll be back with more time on my hands in a little bit more than a week. I have almost never even the possibility to connect here, and everyone here at home wants to see me since I haven't seen them in over a year, many of them...--[[User:Leord|Leord]] 14:18, 27 December 2008 (CET)&lt;br /&gt;
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== Username on forum ==&lt;br /&gt;
I'm actually SlechtWeerBeer on the fora.. :P Saw you had a link to Vipermagi on your page (I have much too little to do &amp;gt;.&amp;gt;&amp;quot; ) --[[User:Vipermagi|Vipermagi]] 15:31, 9 January 2009 (CET)&lt;br /&gt;
: Thanks =) I was sure I had found you! =P So you don't know the other Vipermagi, I take it? --[[User:Leord|Leord]] 18:41, 12 January 2009 (CET)&lt;br /&gt;
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::Eh, no, I don't think so. Besides, his latest activity was in 2005 ^^&amp;quot; --[[User:Vipermagi|Vipermagi]] 21:57, 13 January 2009 (CET)&lt;br /&gt;
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::: True that. You are most perceptive, young padawan! =) --[[User:Leord|Leord]] 12:07, 14 January 2009 (CET)&lt;br /&gt;
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==Worldstone article/page==&lt;br /&gt;
Hey man! First I want to say thank you for all the little tips and directions you gave me about wiking lately ;). Now, I was looking for the [[Worldstone]] article and it says &amp;quot;Temporary Removed&amp;quot; dated by you on november 8. Any chance it will be up and running again soon? I would love to refresh memory on it's story. --[[User:Mizantrop|Mizantrop]] 18:25, 16 January 2009 (CET)&lt;br /&gt;
: Yes, that would be very cool! The situation is that some contribs just copy+pasted material from the Wikia DiabloWiki, and we want the material over here to be original to us, at most copying official text (and then mostly for the [[manual]]s etc). In order to update the article with fresh, DiabloWiki-lore, you can go to the &amp;quot;history&amp;quot; section of it, and see the text of the older version. Don't copy+paste it back, but use it for inspiration. Meaning, the facts themselves are ok to use, but you need to use your own language when making the article.&lt;br /&gt;
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:A few other articles have a similar &amp;quot;Temp deleted&amp;quot;. The few of us that contrib lore haven't gotten around to adding them yet, but they are sorely needed. --[[User:Leord|Leord]] 19:40, 16 January 2009 (CET)&lt;br /&gt;
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::I noticed your need for a [[Worldstone]] page, so I decided to create it as my first real article contribution. I added an image for it, also. Hope you like it! --[[User:Delowyn|Delowyn]] 10:27, 24 January 2009 (CET)&lt;br /&gt;
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::: Hey man. That's awesome, dude! =) It's a superb start for any Wiki editor, and I only have one thing I think you should look at. Please try to keep links to other pages at a lower count. Lots of different links are good, but you only need one link to a specified page per section of the article. Basically, link only [[Sanctuary]] once in the top section, and once in the bottom section. If the page has 5 sections, link up to 5 times to Sanctuary. ;) Same with any link, ofc. Also, good you added the &amp;quot;red&amp;quot; links. It will make them show up [[Special:Wantedpages|here]], so people can find what's needed to make. Make sure to check out my home-grown [[Help]] section, or just ask me if you have a question. PM or e-mail works fine as well! =) Leord 18:16, 26 January 2009 (CET)&lt;br /&gt;
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== Thanks ==&lt;br /&gt;
Hey man, just wanted to say I got your wiki message today, and thank you for the tips! Of course I don't mind the updates, bring them anytime. Mi casa es su casa. First time using a wiki and I'm still wrapping my head around the rules.&lt;br /&gt;
--[[User:Delowyn|Delowyn]] 00:05, 24 January 2009 (CET)&lt;br /&gt;
:Cool. Basically, the norm is to reply to messages on teh same page it was made, so you reply on your page if I cam to you with questions, and I reply here, if you ask me =) Sometimes it's good to leave a little &amp;quot;poke&amp;quot; on the other person's page, so they get a message from the wiki they got a new &amp;quot;PM&amp;quot;. --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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==Contest Links==&lt;br /&gt;
Hey Leo,  on my wiki page I added two images for contest art that I had done,  I was wondering if you or anyone else were going to add the contest pages to the community section.  I can build them if needed just wanted to come to you here first.  The two pages I have the two images linked in their descriptions are: [[Swords Fanart Contest]] and [[Halloween 2008 Contest]] the sub-section on my page for them is [[http://www.diablowiki.net/Holyknight3000#Contest_Artwork Contest Artwork]]. Get back with me later or reply to this wiki post when you can ill check the page daily.  Thanks --[[User:Holyknight3000|holyknight3000]] 01:52, 26 January 2009 (CET)&lt;br /&gt;
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: Hey HK. The contest pages are definitely going to be added at one point or another. At the moment, I think lore pages will have my full attention though, so I definitely encourage you to carry it on. I did make [[Diii.net contests]] some time ago, but is not sufficiently updated. Also, if you wish to make specific articles for each contest, just make one like this: [[Diii.net contests: Swords Fanart Contest]]. Or whatever name the contest had. If there was different names mentioned on different places, use your own judgement. =) I'm more than happy to come with pointers and help for making the pages, and don't feel like you need to update the [[Diii.net contests]]. Just leave a link from there to your pages.&amp;lt;br&amp;gt;&lt;br /&gt;
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: The reason for having &amp;quot;Diii.net contests:&amp;quot; in front of the names is ofc that other fansites might join in to help the wiki, and they can use their own pages for contests ;) --[[User:Leord|Leord]] 18:16, 26 January 2009 (CET)&lt;br /&gt;
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:: An update for you,  you can change the wording if you like but the [[http://www.diablowiki.net/Diii.net_contests#Second_Chance_Readers.27_Vote_Fan_Art_Contest Second Chance Readers' Vote Fan Art Contest] wasn't really updated so i added the winners and the fact that the contest rewarded 3 books instead and added the text about it anf a link to Flux's post about it on the second page of the post.  Let me know what ya think and any ideas for later.  Thanks Leo,  --[[User:Holyknight3000|holyknight3000]] 04:18, 28 January 2009 (CET)&lt;br /&gt;
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::: Another great update, good one. It's obviously not a major one, but it's good to get your head around the code, so any update is good, and it's actually better to start with the ones that are not of critical importance. Myself or Flux will get around to updating the competitions page further later on. Well, if it's already done by then, that's awesome, so we can dedicate time to other things, such as new articles or larger projects =) --[[User:Leord|Leord]] 17:40, 28 January 2009 (CET)&lt;br /&gt;
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:::: Anythime,  just noticed it wasn't updated with links and other things.  I'll leave it to you guys there.  I'll do what delo does,  and help on other websites,  since ive helped the community with wallpapers,  think ill do my best and help on the wiki as well.&lt;br /&gt;
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::::Also this has been eating at me,  i wonder if i could make a Fiery Runes Series page,  reason im asking is because i can make the page show how the series was built,  the changes done to the series,  a behind the scenes thing i dunno,  i almost made the page 4 times but i restrained myself,  thought i'd come talk to the boss over the wiki about it.  If not ill add it to my wiki page,  either way i think it'll be a nice add to the wiki.  Thanks Leo, --[[User:Holyknight3000|holyknight3000]] 04:40, 29 January 2009 (CET)&lt;br /&gt;
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:::::This is the Diablo Wiki. Everything related to Diablo, the game, lore and the community will eventually be included! =) Basically, anything you think might be of slight interest is worthy of an article. The only thing you need to think of is naming policy, and structure of the page. It needs to NOT be an advertisement, it's to be informative. I know this isn't a problem with you, but that's the guideline.&lt;br /&gt;
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:::::So, when making a new article, you need to think ahad a bit, so the name will not clash with future ingame items, quests or the like. Since you are &amp;quot;just&amp;quot; a contrib still (you're more than welcome as a sysop later on, if you have you get time/skill for it), you don't really have to make a great analysis. Just make an article with appropriate name, and if I come along and think that's a name that we might use for something else, I'll just move the page, and leave a redirect. The content is still there, so there is never a reason NOT to make an article if you have the idea, inspiration and time to do so. =) I hope that answered your question...&lt;br /&gt;
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:::::Yeah, so [[Fiery Runes Series]] is an ok name for now, can't think of any reason to have it different. Perhaps we'll make it like [[Fanart:Fiery Runes Series]] or so in the future, for coherence with other fan artists. But go with [[Fiery Runes Series]] for now, that's cool. --[[User:Leord|Leord]] 13:17, 30 January 2009 (CET)&lt;br /&gt;
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::::::Give me some time to gather all the data,  and type it all; out images also,  but if you want my honest opinion leo,  this stuff should be like you said at the latter [[Fanart:Fiery Runes Series]],  Need to get with Delo and see if he wants to name his 3d art series and make a similar page so he can show how he made all his images.  Worst case scenario I could just add how i did the series as a subsection on my page as the rest of the series posts are there too.  I might do that for now and when we get the data all situated ill move it to the new page.  Let me know what you think. --[[User:Holyknight3000|holyknight3000]] 03:43, 31 January 2009 (CET)&lt;br /&gt;
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::::::: With this structure, it does not have to be a &amp;quot;series&amp;quot;. Just any project. He could do a [[Fanart:Mistress of Pain]] with pics. In this case, it's plenty of room on his [[Delowyn]] page, so no need to think of it right now, but as time goes on, there might be too much clutter, so splicing the page up into other articles is just natural. Just like any wiki page! Point is, any article that's related DIRECTLY to fan art, we'll from now on decide to add in a &amp;quot;Fanart:&amp;quot; prefix, just like &amp;quot;[[User:Holyknight3000]]&amp;quot; or &amp;quot;[[Boilerplate:Monster]]. =) --[[User:Leord|Leord]] 15:13, 3 February 2009 (CET)&lt;br /&gt;
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:::::::: Sounds like a plan to me leo,  in the future let me know when you want me to move my stuff to a new page or whatever.  Until then ill build the behind the runes sup-section in the meantime!--[[User:Holyknight3000|holyknight3000]] 21:59, 3 February 2009 (CET)&lt;br /&gt;
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==Replying==&lt;br /&gt;
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Hey Leo,  check my page i replied to your message! --[[User:Holyknight3000|holyknight3000]] 22:53, 4 February 2009 (CET)&lt;br /&gt;
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::On a side note i pray when i created pages and moved them around like you asked,  that i did them right,  please get back with me soon if i didn't.  I have a feeling i did just still worried you know.  This is THE diablowiki after all! --[[User:Holyknight3000|holyknight3000]] 02:37, 5 February 2009 (CET)&lt;br /&gt;
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==Phase Two for the Behind the Fiery Runes==&lt;br /&gt;
Just letting you know leo if you havent seen yet that ive started adding images to the [[Fanart:Behind_the_Fiery_Runes]] and will gradually add more as time goes on.  I know ill do revisions but Atleast the sections getting some images added now!--[[User:Holyknight3000|holyknight3000]] 00:26, 15 February 2009 (CET)&lt;br /&gt;
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==Massive Wiki Updates for my Sections==&lt;br /&gt;
hey leo Ive been a tad busy today,  updated [[Fanart:Behind the Fiery Runes]], [[Fanart:Fiery Runes Series]],  and my [[Holyknight3000]] page changing my Fiery Rune links into sub-links now that i learned the code a little better,  let me know what you think.  I really liked how it all turned out.  I may take it easy from a wallpaper this week i dunno I might make a new non fiery wall.  See ya soon!--[[User:Holyknight3000|holyknight3000]] 02:24, 16 February 2009 (CET)&lt;br /&gt;
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:Aw, man, this is exactly what I was thinking of when I was encouraging you to make a HK3K page! I fixed some oddity you made with the titles, but that's about it. I think you should add links to your Wiki profile, forum profile(s) and any Deviant Art account or the like. --[[User:Leord|Leord]] 16:57, 16 February 2009 (CET)&lt;br /&gt;
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::Hey Leo i also left messages on both discussions on both the wiki pages,  here - [[Talk:Fanart:Behind the Fiery Runes]] and [[Talk:Fanart:Fiery Runes Series]],  The Behind the fiery runes one i had an idea come about,  take a look and lemme know what ya think.--[[User:Holyknight3000|holyknight3000]] 22:09, 16 February 2009 (CET)&lt;br /&gt;
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:::Oki, made some comments, but with your newfound wiki skillz, there isn't much to say! ;) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
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== Re: Grammar Fixes ==&lt;br /&gt;
Sorry about the late reply; college has me busy at the moment :(&lt;br /&gt;
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Anyhow, I'd love to do some more writing/grammar fixes for the Wiki when I have the time.  Let me know if there's anything specific you'd like me to work on. - [[User:NateD|NateD]] 09:34, 17 February 2009 (CET)&lt;br /&gt;
:Replying on your page, we might as well keep the discussion there =) --[[User:Leord|Leord]] 11:17, 17 February 2009 (CET)&lt;br /&gt;
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==Question for you Leo==&lt;br /&gt;
Check my talk on my wiki page man,  i'll keep all my fan art section ideas and questions there for the time being,  please check it often.--[[User:Holyknight3000|holyknight3000]] 12:07, 17 February 2009 (CET)&lt;br /&gt;
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== Whoops ==&lt;br /&gt;
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So... is the double talk pages a problem with the way the site is set up? Heh. Anyway, I left some messages [[http://diablo2.diablowiki.net/User_talk:Leord#re_greeting|here]]. [[User:MarauderIIC|MarauderIIC]] 09:04, 18 February 2009 (CET)&lt;br /&gt;
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== &amp;quot;Trading&amp;quot; article is up ==&lt;br /&gt;
I've started an article on '''[[Trading|item trading in DIII]]'''.  It's not much to look at yet, but the basics are there.  Let me know what you think! --[[User:NateD|NateD]] 21:10, 18 February 2009 (CET)&lt;br /&gt;
:Excellent, that's a very good start! I think we can likely flesh that out a little bit later as well, with details, such as the Auction House rumours etc. The Auction house article can be part of trading for now, and we'll redirect it in to the [[Trading]] article.&lt;br /&gt;
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:Sorry that I haven't replied before now, I have been very busy =P --[[User:Leord|Leord]] 15:42, 26 February 2009 (CET)&lt;br /&gt;
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==Image==&lt;br /&gt;
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Hi Leord, I accidently uploaded this file (http://www.diablowiki.net/Image:Talrasha_tombpainting.jpg) to the wrong wiki. I've uploaded it to the right one now, but I can't seem to delete the old version. Could you do it for me/tell me how.&lt;br /&gt;
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Cheers --[[User:Dragonhelmuk|Dragonhelmuk]] 23:13, 26 February 2009 (CET)&lt;br /&gt;
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:Hello mate! No problems! I haven't made a help page for this, so it's my own fault. There IS two wikis so this will happen once in a while. Over all, there is no problems with having images that are not 100% useful in the wiki, but on a principle, we do try to delete them and organize them in categories. The categorization has been very bad for myself, but that's a future project at this point. I have a plan for the structure, and it's easier to concentrate on one project at the time.&lt;br /&gt;
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:So! To delete an article, image, template or whatever, just add a delete template in it, like this: &amp;lt;nowiki&amp;gt;{{delete|reason for deletion}}&amp;lt;/nowiki&amp;gt;, just like a stub =) --[[User:Leord|Leord]] 11:57, 27 February 2009 (CET)&lt;br /&gt;
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== Heya Leord ==&lt;br /&gt;
I'm not sure who to annoy with this, but maybe you can tell those who know something about this. As of today (or yesterday; didn't check back then), the dropdown menu's drop down ''behind'' everything else, making them practically useless (and making [[special:recentchanges|rc]] hard to reach :o ). I'm using Firefox 3.0.7 on a Vista Ultimate rig, can't check other browsers as I don't have any ^^ --[[User:Vipermagi|Vipermagi]] 12:14, 8 March 2009 (CET)&lt;br /&gt;
:Flux told me of this, I'll bug the right person about it. There should not have been made any software changes to the site, so the change is weird. --[[User:Leord|Leord]] 11:55, 10 March 2009 (CET)&lt;br /&gt;
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::I forgot to mention this earlier; It's fixed now. Thanks to whomever :) --[[User:Vipermagi|Vipermagi]] 22:03, 23 March 2009 (CET)&lt;br /&gt;
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== Testing... ==&lt;br /&gt;
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Test... test...--DxAxxxTyriel 15:22, 1 April 2009 (CEST)&lt;br /&gt;
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Test test... Wiki's would be much better with PM system... sigh....--DxAxxxTyriel 15:35, 1 April 2009 (CEST)&lt;br /&gt;
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::So, i edited the [[Inventory]] page... if im guessing correctly, you're the guy who re-edited it... and caused me a nervous breakdown xD.... and dude, why are you adding the &amp;quot;Please note that the area labelled &amp;quot;left hand&amp;quot; is actually right hand slot on the screen and vice-versa. It's the left hand of the character.&amp;quot; under the part bout bags? my pic has correct sides... i said right hand where HIS right hand is... and why cant we link to the blizzcast site? i mean the other thing is good, but blizzcast feels more... official? ima move the Please note bout vice versa hands thingy to nearby Vikkz image. --DxAxxxTyriel 15:44, 1 April 2009 (CEST)&lt;br /&gt;
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:::You'll get around to it in notime. In the meanwhile, please use [[DiabloWiki:Sanbox]] instead of my talk page to test =P --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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:::The explanation is not made by me, I didn't really read it, It can be modified. As for the link, it's just better to have links to pages you know works. If people want to have the official source, it's available in the news item. The difference is that all the important things is in the news item, while with the BlizzCast, someone would have to read a whole lot of text to get the info they need. It's more practical. We might change this policy at a later time though, we'll see, the wiki is still relatively new, even if it has info in it from 10 years past! =) --[[User:Leord|Leord]] 15:48, 1 April 2009 (CEST)&lt;br /&gt;
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::::Still ill move that vice versa hand thingy note to Vikkz image.... and BTW the 3 other images you added are blank... all i see are white pictures for some reason... --DxAxxxTyriel 1 April 2009 (CEST)&lt;br /&gt;
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:::::It does not belong under &amp;quot;development&amp;quot; though. =) I rephrased it and moved it to a new section instead. Very good job, I think we're done!. Also, the images were white since they were missing. Now they are uploaded, they are there! --[[User:Leord|Leord]] 15:58, 1 April 2009 (CEST)&lt;br /&gt;
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== Article regarding item colors... ==&lt;br /&gt;
so... i wanna make an article on item colors, what they mean etc etc... but A: should we make this article? B: Can we put this article into &amp;quot;weapons&amp;quot; or &amp;quot;inventory&amp;quot;? --1 April 2009 DxAxxxTyriel&lt;br /&gt;
:Hello DxAxxxTyriel! That's very cool, but you should do that in the [[Items#Item_Quality|Items]] article. There is an Item Quality section already that you can re-write or replace with all the new info.&lt;br /&gt;
:Also, you need to sign your talk page posts, so people can see who made it, and when. Just type &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;, or click the button in the tool box above that looks like [http://www.diablowiki.net/skins/common/images/button_sig.png this]. =) More info on [[Help:Talk]] --[[User:Leord|Leord]] 18:55, 1 April 2009 (CEST)&lt;br /&gt;
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::Well i do use it all the time... whenever i post in discussions or on talks... dont you see the stamp at the end of my msg's? and regarding item colors... i wanna state that an item's Background states its type... as seen in the latest pics and some others, an item's background shows what type of item it is... Blue background = Magic, Yellow = Rare, Standard color = non-magical equipment, Green (talisman) may = quest items... need proof? --DxAxxxTyriel 19:31, 1 April 2009 (CEST)&lt;br /&gt;
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:::Yeah, I got that, looks like a very good idea to go with! As I said, just implement it in the [[Items#Item_Quality|Items]] article! =)&lt;br /&gt;
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:::As for your sig. I just don;t understand why the wiki doesn't make your name into a link, like mine! --[[User:Leord|Leord]] 13:41, 2 April 2009 (CEST)&lt;br /&gt;
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:::: Could it be because my name is red? --DxAxxxTyriel 14:18, 2 April 2009 (CEST)&lt;br /&gt;
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:::: i replied in my talk page.... --DxAxxxTyriel 15:26, 2 April 2009 (CEST)&lt;br /&gt;
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== Archivist Article Done... ==&lt;br /&gt;
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http://www.diablowiki.net/Archivist xD (this is really true, check the site) --DxAxxxTyriel 21:34, 1 April 2009 (CEST)&lt;br /&gt;
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http://www.diablowiki.net/Known_Items_Listing (this one is edited majorly) --DxAxxxTyriel 18:13, 2 April 2009 (CEST)&lt;br /&gt;
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Check out me talk page when you can leord... &amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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== Wiki idea... ==&lt;br /&gt;
1st i want my cookie.... 2nd the idea is to add a transcript of everything that Bashiok posted in the forums (Only informative posts) since the dawn of time....--[[User:DxAxxxTyriel|DxAxxxTyriel]] 14:45, 3 April 2009 (CEST)&lt;br /&gt;
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: It's a very cool idea. It also entails a LOT of work. Please remember that all blue posts also can be found on http://www.blizzblues.com , so the immediate need and demand for it isn't all that... I'd like to have all blue posts very much though. Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =) --[[User:Leord|Leord]] 18:46, 7 April 2009 (CEST)&lt;br /&gt;
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:: sometimes i get lots of free time... so i can do it... i dont get what you mean by &amp;quot;Question is if something you do on the DW might actually be more popular by the community if it's more directly informative or useful, like many of the changes you've made! =)&amp;quot;.... --[[User:DxAxxxTyriel|DxAxxxTyriel]] 18:52, 7 April 2009 (CEST)&lt;br /&gt;
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:::I mean that you need to ask yourself whether 50 hours of finding all blue posts by Bashiok will make more people happy than if you do other contributions to the wiki =) --[[User:Leord|Leord]] 18:58, 7 April 2009 (CEST)&lt;br /&gt;
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==Abd al-Hazir Page edits==&lt;br /&gt;
It's very nice to make your acquaintance. &lt;br /&gt;
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I do have some previous wiki experience, actually; I taught a short class on them last summer. I'm really mostly a browser, but it kills me to see bad grammar, so sometimes I step in. I also thought that the clear tie between the title &amp;quot;the warner&amp;quot; and al-Hazir's previous writings needed to be mentioned.&lt;br /&gt;
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I probably won't be too active as a contributor, but I do browse often, so I will clean up little things here and there. Once we have more information on the trading aspects of DIII, perhaps I will be more involved. But please feel free to give me advice. One's writing is never perfect, and mine is a little worse for the past few months spent in France.&lt;br /&gt;
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--[[User:Zrisher|Zrisher]] 09:53, 19 April 2009 (CET)&lt;br /&gt;
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== New category? ==&lt;br /&gt;
Hey there. I have a handful of pages on a gaming wikia as an introduction to a particular D2 mod. Somebody pointed me in the direction of this wiki thinking it would help more people. However, I don't want to just simply upload stuff here because from what I can see everything in this wiki appears to be for the original game. There isn't even a section or category for mods. So what's the official word on this?&lt;br /&gt;
- [[User:Trucidation|Trucidation]] 03:25, 1 May 2009 (CEST)&lt;br /&gt;
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:There's little to say about D3, really, because little has been released. We have a few things about D2 for comparision I guess. Also, since D3 isn't even released yet, it's unlikely there are mods for it, eh. --[[User:Vipermagi|Vipermagi]] 20:55, 1 May 2009 (CEST)&lt;br /&gt;
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::I'm confused, I'm talking about a D2 mod not D3. There are bunches of D2 mods out there (see ''Phrozen Keep''). Nevermind, I already figured out wiki categories already. - [[User:Trucidation|Trucidation]] 15:50, 2 May 2009 (CEST)&lt;br /&gt;
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:::Now we're both confused. D2 mods? Why? --[[User:Vipermagi|Vipermagi]] 21:14, 2 May 2009 (CEST)&lt;br /&gt;
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::::Eh? Sing_In_Silence mentioned that I should do the Median wiki here. So that's what I did. I asked here because I didn't see a mods category listed, that's all. - [[User:Trucidation|Trucidation]] 08:50, 3 May 2009 (CEST)&lt;br /&gt;
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I think Leo fell off the face of the Earth or something. Also, just noticed my talkpage is linked to as &amp;quot;needs fixing&amp;quot; on your userpage? For what I know it's not broken :&amp;gt; --[[User:Vipermagi|Vipermagi]] 11:13, 16 May 2009 (CEST)&lt;br /&gt;
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:Yeah. IncGamers.com, StarcraftWire.net and a holiday made me fall off! Massive excuses! :) Anyway, D2Wiki is the way to go to make wiki pages about the mod. The only question is really the naming policies you'll use. I would suggest using a regular name (a character you made in the mod for instance) for everything that doesn't have a regular D2 reference. If it does, use &amp;quot;[[Name_used_(X_mod)]]&amp;quot;. &amp;quot;X_mod&amp;quot; would be the name of your mod.&lt;br /&gt;
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:It's also very important that you make a category for all pages in the mod, and put all articles relating to your mod in this category. A little template box to put at the top of each page just indicating &amp;quot;This is an article relating to the Diablo II mod X&amp;quot; would also be good.&lt;br /&gt;
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:Besides that, it will of course help to have a good navigation template to add on the bottom or something as well. Seeing as you have previous experience with wikis, I assume you understand what I mean, or else, just check the [[Help]] section. :)&lt;br /&gt;
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:Vipermagi, if I'm gone, please tell everyone that asks &amp;quot;can I put this here&amp;quot; - YES! :) Either way, awesome that you did answer him as well! :) Also, don't hesitate to PM me or send me an e-mail! --[[User:Leord|Leord]] 18:02, 20 May 2009 (CEST)&lt;br /&gt;
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== Oi, Archive?! ==&lt;br /&gt;
2 things: &amp;lt;br /&amp;gt;&lt;br /&gt;
I removed a broken link added by [[User:AcelvIrolc]] in [http://www.diablowiki.net/Special:Recentchanges?title=User_talk:Leord&amp;amp;curid=1894&amp;amp;diff=8964&amp;amp;oldid=8947 this edit]. I noticed we don't have the Undo/Revert function? *sadface* Oh well, just takes a little getting used to.&amp;lt;br /&amp;gt;&lt;br /&gt;
And your talkpage is 35Kb. That means your talkpage is getting big. Maybe consider an archive some time soon? :P --[[User:Vipermagi|Vipermagi]] 12:13, 23 May 2009 (CEST)&lt;br /&gt;
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:Eh, just found out about an error in the code; When using the Toolbox option &amp;quot;[[Special:Whatlinkshere|What Links Here]]&amp;quot;, it will always have the [[Main Page]] as target, rather than the page you're on when you click the link. I wanted to redirect links from [[Great Exile]] to [[Dark Exile]], as I moved the former to the latter to correspond with Lore.&lt;br /&gt;
:&amp;quot;[[Special:Recentchangeslinked|Related Changes]]&amp;quot;, &amp;quot;[http://www.diablowiki.net/index.php?title=Main_Page&amp;amp;printable=yes Printable Version]&amp;quot; and &amp;quot;Permanent Link&amp;quot; have similar issues. Permanent Link doesn't take the Main Page, but a certain revision in the history of this site: [http://www.diablowiki.net/w/index.php?title=Main_Page&amp;amp;oldid=4890 Prime Evils page creation]. --[[User:Vipermagi|Vipermagi]] 12:24, 23 May 2009 (CEST)&lt;br /&gt;
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::Regarding the &amp;quot;variable&amp;quot; links on each page: I really thought they fixed that. It was a problem way back, and Rush said he sorted it. I guess we'll have to look harder. The menus could use a little polish anyway. I can't remember the standard way of making an archive, so I have not yet bothered. You are right though, it needs to be done! --[[User:Leord|Leord]] 17:47, 26 May 2009 (CEST)&lt;br /&gt;
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:::Over on GuildWars wikis I frequent Moving the page is preferrable, due to the History tab; If you copy/paste all messages, the history isn't copied along, thus basically breaching copyright. And having a massacre History tab to look back into 15 archives is... less than desirable :) --[[User:Vipermagi|Vipermagi]] 22:22, 26 May 2009 (CEST)&lt;br /&gt;
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::::I would like to make you and Azymn sysops. It would be so much easier. The problem is that I can't find where to do it :P I have done it in the past. Any tips?&lt;br /&gt;
::::Regarding moving, that's usually better. The problem is if there is a page there already, in which case, the next best thing is copy-paste... --[[User:Leord|Leord]] 13:41, 28 May 2009 (CEST)&lt;br /&gt;
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:::::Well, I assume you're not going to move your current talk page to [[Barbarian]], so that won't be a problem. Also, [[special:userrights]]? --[[User:Vipermagi|Vipermagi]] 17:16, 28 May 2009 (CEST)&lt;br /&gt;
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::::::Hehe. Oki, thanks for the tip. It seems I am not a Bureaucrat. Asking if Flux can fix. --[[User:Leord|Leord]] 20:48, 28 May 2009 (CEST)&lt;br /&gt;
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== Diii.net:Diablo III Weekly Wallpaper Updates ==&lt;br /&gt;
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Yo Leo,  just wanted to let you know i have finished the updates on the [[Diii.net:Diablo_III_Weekly_Wallpaper|Diablo III Weekly Wallpaper]] section tables all set and modified.  If i broke em up by months that might have looked a little off so i just did them by post number and the (date) style like i had it.  Also thinking in the future about [[diii.net:Fan Art Watch]] wiki page or whatever we choose to call it in the future.  Let me know what you think.  Now that im done here and posted my wallpapers,  im going to bed talk to you soon Gunnar! --[[User:Holyknight3000|holyknight3000]] 11:03, 1 June 2009 (CEST)&lt;br /&gt;
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:I've told you what I think on MSN and on the talk pages :) Great job! --[[User:Leord|Leord]] 12:56, 8 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Ranger ==&lt;br /&gt;
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Go ahead and make whatever edits you'd like to make to the [[Fan_class:Ranger|Ranger]], I'm all done for now. --[[User:Tigreye007|Tigreye007]] 17:00, 12 June 2009 (CEST)&lt;br /&gt;
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== conditional templating ==&lt;br /&gt;
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Hey Leord, here's the [[User:Azymn/Template:Monsterbox|modified test template]] we discussed earlier that taps into the extended ParserFunctions.  &lt;br /&gt;
I used the functions on most of the Label/value rows (Life, Mana, Resistance, etc) conditional so you can see the benefit.  It's a bit harder to read, but the functions work as advertised.&lt;br /&gt;
--[[User:Azymn|Azymn]]&lt;br /&gt;
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:That is just awesome. Could I ask you to implement it on an actual monster, so I know how it would look? --[[User:Leord|Leord]] 11:25, 17 June 2009 (CEST)&lt;br /&gt;
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== Fan Class - Zealot ==&lt;br /&gt;
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Hi Leord. Thanks for the touch up. Yep, I did all the drawings and stuff myself. Feel free to make any changes you like, as I have absolutely no idea how to set up a good looking wiki page.&lt;br /&gt;
Thanks again&lt;br /&gt;
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--Sinbadass-- 12:20, 2 July 2009&lt;br /&gt;
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== Abd Al-Hazir ==&lt;br /&gt;
Hey Leord, I say on the Abd Al-Hazir article that you have &amp;quot;the meaning of &amp;quot;Abd&amp;quot; is literary &amp;quot;Worshipper of God&amp;quot; or &amp;quot;Worshipper&amp;quot; in Arabic, and &amp;quot;al-Hazir&amp;quot; mean &amp;quot;The Warner&amp;quot;.&amp;quot;&lt;br /&gt;
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As far as I have ever learned, Abd (عبد) means slave (or servant) in Arabic.&lt;br /&gt;
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I'm hesitant to change the article because I am by no means an expert in Arabic. I was just wondering where your translation came from.&lt;br /&gt;
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--13:24, 6 July 2009 SneakyArab&lt;br /&gt;
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:Hello SneakyArab. I got my translation from a colleague, who was kind enough to translate it for me. I asked him about this, and he said this:&lt;br /&gt;
:''that is correct''&lt;br /&gt;
:''Abd means worshiper of''&lt;br /&gt;
:''slave and servant could use abd, but it translates to worshipper directly''&lt;br /&gt;
:''servant is khaddam, not abd''&lt;br /&gt;
:He's kind of journalist and stuff, so I'd let his word stand unless you got support from some more arab-speaking people, or textual references :) --[[User:Leord|Leord]] 15:36, 6 July 2009 (CEST)&lt;br /&gt;
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::Well, Abd came up in a discussion with my arabic teacher once, and he is a Saudi citizen, and he said it meant slave. My grandmother (who was from Lebanon) also used it as such. It could have other meanings, I've just never heard it like that.&lt;br /&gt;
::--[[User:SneakyArab|SneakyArab]] 15:44, 6 July 2009 (CEST)&lt;br /&gt;
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:::Well, I have to agree an Arabic teacher would know. Asking for clarification :) --[[User:Leord|Leord]] 15:52, 6 July 2009 (CEST)&lt;br /&gt;
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::::Ok, cool :) --[[User:SneakyArab|SneakyArab]] 16:00, 6 July 2009 (CEST)&lt;br /&gt;
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::::: He said: &amp;quot;It's a matter of dialect. Abd is the proper Arabic word for slave, worshiper, servant, but in modern standard arabic it's different and depending on where you are in the Arabic speaking world. Abd is more generally regarded as worshiper and prefixes the names of God. It's unlikely you'll have a slave in this day and age, so that word has kind of lost its meaning.&amp;quot;&lt;br /&gt;
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::::: I've added both the meanings, and you're free to edit it further if it can be improved more! :) --[[User:Leord|Leord]] 16:03, 6 July 2009 (CEST)&lt;br /&gt;
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::::::OK, good enough for me! Thanks --[[User:SneakyArab|SneakyArab]] 16:28, 6 July 2009 (CEST)&lt;br /&gt;
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== The search function ==&lt;br /&gt;
Usually, when you click a search bar, it's empty (if it has a text, it's automatically removed). &amp;lt;br /&amp;gt;&lt;br /&gt;
However, I noticed that, using Firefox 3 and Monobook, the &amp;quot;Search Diablo 3&amp;quot; text needs to be manually removed here. Not really convenient, so to say. I don't know who else to bother with this, but you do, so... :D --[[User:Vipermagi|Vipermagi]] 17:54, 6 July 2009 (CEST)&lt;br /&gt;
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: Reported to rushster :) --[[User:Leord|Leord]] 18:11, 6 July 2009 (CEST)&lt;br /&gt;
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== Appreciation ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the touch-ups you did to the Alchemist page. As an English major, I was in agony over making such a mistake as putting &amp;quot;theirselves&amp;quot;. If there are any other problems with the page, please feel free to correct them. I have not had much experience in writing webpages, but I am learning. Also, if you have any ideas, I am very open to imput. I do have a question:  Is '''diablowiki.net''' connected to '''diii.net'''? I have noticed that my Alchemist page has appeared there as well, I wanted to make sure they were allowed to do so.&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10357</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10357"/>
				<updated>2009-07-08T21:08:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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{{Fanclass|'''Kire'''}}&lt;br /&gt;
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==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Alchemist.jpg&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= [[Demon]]s, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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''. &lt;br /&gt;
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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 [[Kurast]]. 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. &lt;br /&gt;
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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 [[Cultist]]s. As the dark influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
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===The Squared Circle===&lt;br /&gt;
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[[Image:Squared-Circle.jpg]]&lt;br /&gt;
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Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
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'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
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'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Class Design==&lt;br /&gt;
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 build a solely spell-casting build, or even a [[melee]] fighter build.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
Most alchemist skills require a decent amount of [[mana]], so [[Willpower]] is an important attribute. 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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
The distribution of attributes has yet to have been determined.&lt;br /&gt;
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====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
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====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
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====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
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&amp;gt; '''Alembic''' - Passive Skill. Decrease the cost of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
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&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
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&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
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&amp;gt; '''Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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 awat from the blast.''&lt;br /&gt;
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&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
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&amp;gt; '''High Temperatures''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
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&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
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&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
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&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Hoarfrost''' - Passive Skill. Adds Cold damage to Aqua Vitae.&lt;br /&gt;
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&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
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'''[[Tier 5 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
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&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Potency''' - Passive Skill. Increases damage of acids and poisons while enemy is moving.&lt;br /&gt;
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&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
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&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.&lt;br /&gt;
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====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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 cannot be cast, 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.&lt;br /&gt;
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'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
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&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
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&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
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&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
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&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
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&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
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&amp;gt; '''Mystic Pattern''' - Passive Skill. Increases alchemist's attack rating and speed when in hex field.&lt;br /&gt;
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&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
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&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
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&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
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&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana orbs dropped in hex fields.&lt;br /&gt;
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&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
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&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Greater Logic''' - Passive Skill. Increases the mana gained from points in Willpower.&lt;br /&gt;
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&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined - may deal with runes and items' magic effects)&lt;br /&gt;
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&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
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'''[[Tier 5 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
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&amp;gt; '''Aether''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
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&amp;gt; '''Astral Force''' - Passive Skill. Increase the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
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&amp;gt; '''Transcendence''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost and Increases duration of all Hex Field skills.&lt;br /&gt;
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====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 beauty and the fact that it did not burn the ship. 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 before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystal skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive increased attack damage for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Increases the health gained from health orbs, increases the amount dropped by enemies and chests or stashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alchemist.jpg|Alchemist preparing his dangerous potions.&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10281</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10281"/>
				<updated>2009-07-07T20:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Alchemist is a fan class designed by Kire in the stlye of [[Diablo 3]]. It is mainly a caster class, with several possible variations on gameplay and multiple builds. The Alchemist can throw lethal potions onto his enemies, inflict them with various debuffs by means of hex fields, or summon natural phenomena to attack their enemies or help their allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Alchemist|Kire, if it's a fanclass. Otherwise delete.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
[[Image:Alchemist.jpg]]&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= Demons, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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 theirselves, the Oruegia, actually comes from a phrase in their own ancient tongue as ''Orue Agea'' -meaning ''Seekers of the Self''. &lt;br /&gt;
&lt;br /&gt;
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border Kurast. 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. &lt;br /&gt;
&lt;br /&gt;
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 influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				'''Sulfur'''	    - '''Mercury'''	- '''Salt'''&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				'''Fire'''       - '''Water'''       - '''Earth'''       - '''Air'''&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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 build a solely spell-casting build, or even a melee fighter build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Most alchemist skills require a decent amount of mana, so [[Willpower]] is an important attribute. 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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The distribution of attributes has yet to have been determined.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alembic''' - Passive Skill. Decrease the cost of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Catalyst''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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 awat from the blast.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''High Temperatures''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Hoarfrost''' - Passive Skill. Adds Cold damage to Aqua Vitae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Potency''' - Passive Skill. Increases damage of acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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 cannot be cast, 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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Mystic Pattern''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana orbs dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Greater Logic''' - Passive Skill. Increases the mana gained from points in Willpower.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increase the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost and Increases duration of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 beauty and the fact that it did not burn the ship. 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 before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystal skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive increased attack damage for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Increases the health gained from health orbs, increases the amount dropped by enemies and chests or stashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Pic 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Pic 2&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10278</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10278"/>
				<updated>2009-07-07T03:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Alchemist is a fan class designed for Diablo 3. It is mainly a caster class, with several possible variations on gameplay and multiple builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Alchemist|Kire, if it's a fanclass. Otherwise delete.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
[[Image:Alchemist.jpg]]&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= Demons, Cultists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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. &lt;br /&gt;
&lt;br /&gt;
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border Kurast. 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. &lt;br /&gt;
&lt;br /&gt;
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 influence of the Burning Hells reaches across the world, the Alchemists have become less solitary in order to confront those that would deliver our world into the hands of evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Squared Circle===&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				[[Sulfur]]	    -[[Mercury]]	-[[Salt]]&lt;br /&gt;
&lt;br /&gt;
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				[[Fire]]       -[[Water]]       -[[Earth]]       -[[Air]]&lt;br /&gt;
	&lt;br /&gt;
''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
&lt;br /&gt;
'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
&lt;br /&gt;
'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
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 build a solely spell-casting build, or even a melee fighter build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attributes and Skills==&lt;br /&gt;
Most alchemist skills require a decent amount of mana, so Willpower is an important attribute. 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.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The distribution of attributes has yet to have been determined.&lt;br /&gt;
&lt;br /&gt;
====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alembic''' - Passive Skill. Decrease the cost of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Catalyst''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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 awat from the blast.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''High Temperatures''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Hoarfrost''' - Passive Skill. Adds Cold damage to Aqua Vitae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Potency''' - Passive Skill. Increases damage of acids and poisons while enemy is moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.&lt;br /&gt;
&lt;br /&gt;
====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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 cannot be cast, 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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Mystic Pattern''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana orbs dropped in hex fields.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Greater Logic''' - Passive Skill. Increases the mana gained from points in Willpower.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aether''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Astral Force''' - Passive Skill. Increase the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transcendence''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Order''' - Passive Skill. Lowers cost and Increases duration of all Hex Field skills.&lt;br /&gt;
&lt;br /&gt;
====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 2 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 3 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 beauty and the fact that it did not burn the ship. 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 before lightning strikes them down.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystal skill.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Theurgy''' - Passive Skill. --- (To be determined)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive increased attack damage for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Philosopher's Stone''' - Passive Skill. Increases the health gained from health orbs, increases the amount dropped by enemies and chests or stashes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Skill-Boosting Prefixes====&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Alchemist’s''' – 2 to all Alchemist skills&lt;br /&gt;
&lt;br /&gt;
'''Potion-Maker’s''' – 1 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Herbalist’s''' – 2 to Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Apothecary’s''' – 3 to all Potion skills&lt;br /&gt;
&lt;br /&gt;
'''Scribe’s''' – 1 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Scholar’s''' – 2 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Philosopher’s''' – 3 to all Hex Field skills&lt;br /&gt;
&lt;br /&gt;
'''Eerie''' – 1 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Uncanny''' – 2 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
'''Phenomenal''' -3 to all Phenomenon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
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. 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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Pic 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Pic 2&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' He looks foward to any comments or suggestions you might have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10271</id>
		<title>Fanmade:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Fanmade:Alchemist&amp;diff=10271"/>
				<updated>2009-07-06T21:53:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Alchemist is a fan class designed for Diablo 3. It is mainly a caster class, with several possible variations on gameplay and multiple builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{fanclass|Author name, if it's a fanclass. Otherwise delete.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Classbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
[[Image:Alchemist.jpg]]&lt;br /&gt;
|classtype= fanclass&lt;br /&gt;
|role= [[Caster]]&lt;br /&gt;
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]&lt;br /&gt;
&amp;lt;!-- Class Skills --&amp;gt;&lt;br /&gt;
|skilltree1= Potion Skill Tree&lt;br /&gt;
|skilltree2= Hex Field Skill Tree&lt;br /&gt;
|skilltree3= Phenomenon Skill Tree&lt;br /&gt;
&amp;lt;!-- Background --&amp;gt;&lt;br /&gt;
|origin= [[Dry Steppes]]&lt;br /&gt;
|affiliation= Oruegia Society&lt;br /&gt;
|friends= Several clans&lt;br /&gt;
|foes= Demons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 and 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. &lt;br /&gt;
&lt;br /&gt;
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border Kurast. 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. &lt;br /&gt;
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==Class Design==&lt;br /&gt;
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.&lt;br /&gt;
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==Attributes and Skills==&lt;br /&gt;
Most alchemist skills require a decent amount of mana, so Willpower is an important attribute. 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.&lt;br /&gt;
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===Attributes===&lt;br /&gt;
The distribution of attributes has yet to have been determined.&lt;br /&gt;
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====Starting Attributes====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
*'''[[Life]]:''' x&lt;br /&gt;
*'''[[Mana]]:''' x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attribute Increase Per Level====&lt;br /&gt;
*'''[[Strength]]:''' x&lt;br /&gt;
*'''[[Dexterity]]:''' x&lt;br /&gt;
*'''[[Vitality]]:''' x&lt;br /&gt;
*'''[[Willpower]]:''' x&lt;br /&gt;
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===Alchemist Skills===&lt;br /&gt;
The [[alchemist skill]]s are arranged into to three distinctive skill tree categories:&lt;br /&gt;
* [[Potion_Skill_Tree|Potion]]&lt;br /&gt;
* [[Hex Field_Skill_Tree|Hex Field]]&lt;br /&gt;
* [[Phenomenon_Skill_Tree|Phenomenon]].&lt;br /&gt;
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.&lt;br /&gt;
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====Potion Skills====&lt;br /&gt;
The [[Potion_Skill_Tree|Potion tree skills]] include several potions and powders that an alchemist can use to both damage his enemies and strike them with debilitating debuffs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Aqua Fortis'''- Active Skill. Periodically deals Lightning damage and has chance of interrupting the current action of a monster. &lt;br /&gt;
'''''Lore''':  By utilizing simple acids, an alchemist can blister the raw skin of his opponents. Though not potent enough to kill, these acids are capable of shocking the nerves and causing spasms.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Phosphorous'''- Active Skill. Temporary blinds monsters in range.&lt;br /&gt;
'''''Lore''':  Not all potions are meant to attack directly. With this in mind, an alchemist can mix delicate proportions of chemicals to produce a reaction that creates blinding light, allowing him to dispatch his foe by other means while they are incapacitated or escape unnoticed.''&lt;br /&gt;
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&amp;gt; '''Alembic''' - Passive Skill. Decrease the cost of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Lobbing Arm''' - Passive Skill. Increases the attack rating and casting speed of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Aftereffects''' - Passive Skill. Increases the range of Aqua Fortis shock damage.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Brimstone''' - Active Skill. Monsters within the cloud flee until it dissipates.&lt;br /&gt;
'''''Lore''': When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away simply by the noxious odor.''&lt;br /&gt;
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&amp;gt; '''Muriatic Acid''' - Active Skill. Increases weapon damage, but has a chance to lower weapon’s durability.&lt;br /&gt;
'''''Lore''': Not above conventional weaponry, an alchemist in combat can imbue his weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid greatly increases the damage of an attack, but also damages the weapon itself – slowly eating into it and degrading its durability.''&lt;br /&gt;
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&amp;gt; '''Tempered Vial''' - Passive Skill. Increases the splash radius of all Potion skills.&lt;br /&gt;
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&amp;gt; '''Duplication''' - Passive Skill. Increases the chance to cast two vials of a potion instead of one.&lt;br /&gt;
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&amp;gt; '''Catalyst''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Black Powder''' - Active Skill. Explodes on contact, deals Fire damage, cause knockback.&lt;br /&gt;
'''''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 awat from the blast.''&lt;br /&gt;
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&amp;gt; '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Nitre''' - Passive Skill. Adds additional explosives to Black Powder that spread outward from the initial explosion.&lt;br /&gt;
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&amp;gt; '''High Temperatures''' - Passive Skill. Adds Fire damage to Pitch.&lt;br /&gt;
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&amp;gt; '''Residue''' - Passive Skill. Increases the effect duration of all Potion skills.&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
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&amp;gt; '''Aqua Vitae''' - Active Skill. Deals Cold damage, lowers monsters’ attack rating.&lt;br /&gt;
'''''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 a monster could land even a single blow while in such a drunken stupor.''&lt;br /&gt;
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&amp;gt; '''Ichor''' - Active Skill. Deals Poison damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Hoarfrost''' - Passive Skill. Adds Cold damage to Aqua Vitae.&lt;br /&gt;
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&amp;gt; '''Enhanced Formula''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Nepenthe''' - Passive Skill. Adds a chance to receive % less physical damage for 10 seconds when struck.&lt;br /&gt;
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'''[[Tier 5 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Alkahest''' - Active Skill. Deals Fire damage, spreads through contact.&lt;br /&gt;
'''''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 monster to monster or from the ground for its duration.''&lt;br /&gt;
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&amp;gt; '''Aether''' - Active Skill. Steals life of monsters, replenishes the health of the caster.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Potency''' - Passive Skill. Increases damage of acids and poisons while enemy is moving.&lt;br /&gt;
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&amp;gt; '''Panacea''' - Passive Skill. Increases effect of non-skill potions.&lt;br /&gt;
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&amp;gt; '''Quintessence''' - Passive Skill. Increases duration that enemy affected by Aether continues to give health to caster when nearby.&lt;br /&gt;
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====Hex Field Skills====&lt;br /&gt;
The [[Hex Field_Skill_Tree|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 cannot be cast, 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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Crisis'''- Active Skill. Lowers physical resistance of enemy and increases chance of critical strike.&lt;br /&gt;
'''''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.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Confinement'''- Active Skill. Enemies that enter field cannot move beyond its limits. Each additional monster lowers field’s duration.&lt;br /&gt;
'''''Lore''':  By altering the natural laws, an alchemist can manifest temporary pocket realities onto the worldly plane. These pockets bind monsters to their reality, allowing them to enter but not leave until the reality dissipates.''&lt;br /&gt;
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&amp;gt; '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.&lt;br /&gt;
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&amp;gt; '''Fine-Tuning''' - Passive Skill. Adds a wave of Arcane damage when Confinement field collapses.&lt;br /&gt;
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&amp;gt; '''Prediction''' - Passive Skill. Increases the chance to avoid an enemy attack when you are not casting.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Dyscrasia''' - Active Skill. Enemies within field move slower and have lower elemental resistances.&lt;br /&gt;
'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of a monster’s bodily fluids. The lack of equilibrium slows the monster’s natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''&lt;br /&gt;
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&amp;gt; '''Peaceful Slumber''' - Active Skill. Prevents enemy heal within field, slain monsters cannot be used in any way.&lt;br /&gt;
'''''Lore''': In understanding the nature of the life force, an alchemist can impede the flow of vitality, rendering any attempt to heal by potion or spell ineffective. By driving out this life force, the corpse of a slain monster cannot be manipulated or resurrected.''&lt;br /&gt;
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&amp;gt; '''Death Rattle''' - Passive Skill. When enemy dies in hex field, lowers defense of nearby enemies.&lt;br /&gt;
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&amp;gt; '''Mystic Pattern''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Metallurgy''' - Passive Skill. Weapon damage receives bonus from Willpower.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Spirit Sever''' - Active Skill. Enemies within field suffer mana burn and lose magic resistance.&lt;br /&gt;
'''''Lore''': The alchemists have long understood that all magic of the world is done by manipulating the world’s natural fields. An alchemist can sever a monster’s ties to these natural fields, draining its mana reserves and leaving it vulnerable to magical damage.''&lt;br /&gt;
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&amp;gt; '''Vulken's Wrath''' - Active Skill. Demons and Undead receive regular fire damage, lowers their physical resistance.&lt;br /&gt;
'''''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 demons and the undead.''&lt;br /&gt;
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&amp;gt; '''Empowered Psyche''' - Passive Skill. Alchemist gains % of mana lost by enemy in Spirit Sever field.&lt;br /&gt;
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&amp;gt; '''Field Flux''' - Passive Skill. Increases the health and mana orbs dropped in hex fields.&lt;br /&gt;
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&amp;gt; '''Alignment''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
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&amp;gt; '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other monsters.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Greater Logic''' - Passive Skill. Increases the mana gained from points in Willpower.&lt;br /&gt;
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&amp;gt; '''Gematria''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Equilibrium''' - Passive Skill. Alchemist receives % mana in proportion to his/her life at any given moment.&lt;br /&gt;
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'''[[Tier 5 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Archeus''' - Active Skill. Enemies within field are attacked by weaker doppelgangers.&lt;br /&gt;
'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. In the righteous power of this realm, all minions of the Burning Hells find themselves being punished by the conscience over the guilt of their wickedness. It is as though their own shadows have been charge by the Light to rebuke their dark deeds.''&lt;br /&gt;
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&amp;gt; '''Aether''' - Active Skill. Monsters within field lose auras, enchantments, and special resistances, qualities and attacks.&lt;br /&gt;
'''''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 monsters’ inherent abilities –going as far as to negating the effects of any monster’s auras, enchantments, and special resistances or qualities.''&lt;br /&gt;
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&amp;gt; '''Astral Force''' - Passive Skill. Increase the attack speed and chance of critical strike for Archeus doppelgangers.&lt;br /&gt;
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&amp;gt; '''Transcendence''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Order''' - Passive Skill. Lowers cost and Increases duration of all Hex Field skills.&lt;br /&gt;
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====Phenomenon Skills====&lt;br /&gt;
The [[Phenomenon_Skill_Tree|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.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''[[Tier 1 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Ignis Fatuus'''- Active Skill. Deals Fire damage with a 25% chance of dealing Poison damage.&lt;br /&gt;
'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. Even a young alchemist can learn the secret to this mysterious fire with little instruction, igniting deadly gases to conjure ghastly flames that will scorch his foes and poison their veins.''&lt;br /&gt;
     &lt;br /&gt;
&amp;gt; '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Qi Focus''' - Passive Skill. Increases mana recovery when not moving.&lt;br /&gt;
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&amp;gt; '''Deja Vu''' - Passive Skill. Increases the chance of critical strike when the same Phenomenon skill is cast more than once within a 5 second period.&lt;br /&gt;
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&amp;gt; '''Research''' - Passive Skill. Increases the damage of all Phenomenon skills.&lt;br /&gt;
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'''[[Tier 2 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Combustion''' - Active Skill. Sets monster on fire for a time, deals constant Fire damage.&lt;br /&gt;
'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a monster’s body to a dangerously high level. Eventually, the monster bursts into flames from the excess, burning it from head to toe.''&lt;br /&gt;
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&amp;gt; '''Spectral Lightning''' - Active Skill. Deals Lightning damage to enemy targetted and lesser Lightning damage to any enemies in its path.&lt;br /&gt;
'''''Lore''': Manifesting this rarely seen phenomenon, an alchemist can hurl a sphere a burning electrical energy. The sphere releases arcs of lightning onto any enemy in its path and detonates in a deadly blast when it reaches its destination.''&lt;br /&gt;
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&amp;gt; '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health realated to % of critical strike damage per second for 5 seconds.&lt;br /&gt;
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&amp;gt; '''Amnesia''' - Passive Skill. Increases the chance that enemy will disengage attacking after being struck by melee attack.&lt;br /&gt;
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&amp;gt; '''Balanced Humors''' - Passive Skill. Increases resistances.&lt;br /&gt;
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'''[[Tier 3 Skills:]]''' &lt;br /&gt;
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&amp;gt; '''Saint's Fire''' - Active Skill. Glow attracts monsters, chain lightning deals Lighting damage.&lt;br /&gt;
'''''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 beauty and the fact that it did not burn the ship. 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 before lightning strikes them down.''&lt;br /&gt;
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&amp;gt; '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, monsters attack pillars.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Crystalization''' - Passive Skill. Increases the range of the Salt Crystal skill.&lt;br /&gt;
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&amp;gt; '''Spine Chill''' - Passive Skill. Increases the chance to stun enemies with Lightning Phenomenon skills.&lt;br /&gt;
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&amp;gt; '''Proximity Burns''' - Passive Skill. Adds splash damage to all Fire Phenomenon skills.&lt;br /&gt;
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'''[[Tier 4 Skills:]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Elemental''' - Active Skill. Summons one random elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.&lt;br /&gt;
'''''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.''&lt;br /&gt;
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&amp;gt; '''Elemental Refinement''' - Passive Skill. Increases the attack damage and life of Elementals.&lt;br /&gt;
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&amp;gt; '''Theurgy''' - Passive Skill. --- (To be determined)&lt;br /&gt;
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&amp;gt; '''Amalgamation''' - Passive Skill. Alchemist and allies receive increased attack damage for 15 seconds when touched by Prima Materia tendril.&lt;br /&gt;
&lt;br /&gt;
'''[[Tier 5 Skills:]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Transfiguration''' - Active Skill. Alchemist transfigures into the shape of first enemy attacked. Enemies of same type will not attack Alchemist but will attack other types of enemies that the alchemist targets. Does not influence unique or champion monsters.&lt;br /&gt;
'''''Lore''': One of the greatest secrets of the Alchemists, a wizened alchemist can actually shift his form to resemble his enemy. While in such a form, enemies of his kind will view him as their own and give their loyalty to him. Should the alchemist choose to attack another kind of enemy, his new allies will willingly fight for their brother.''&lt;br /&gt;
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&amp;gt; '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.&lt;br /&gt;
'''''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.''&lt;br /&gt;
&lt;br /&gt;
&amp;gt; '''Sufferance''' - Passive Skill. Increases the duration of Transfiguration.&lt;br /&gt;
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&amp;gt; '''Oscillation''' - Passive Skill. Increases the number of particles released by Sanctum Moleculae.&lt;br /&gt;
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&amp;gt; '''Philosopher's Stone''' - Passive Skill. Increases the health gained from health orbs, increases the amount dropped by enemies and chests or stashes.&lt;br /&gt;
&lt;br /&gt;
====The Squared Circle====&lt;br /&gt;
&lt;br /&gt;
[[Image:Squared-Circle.jpg]]&lt;br /&gt;
&lt;br /&gt;
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:&lt;br /&gt;
&lt;br /&gt;
'''The Outer Circle'''– The Chaos of Existence, from which all things come.&lt;br /&gt;
&lt;br /&gt;
'''The Foundation Triangle'''– The three base elements of matter:&lt;br /&gt;
				[[Sulfur]]	    -[[Mercury]]	-[[Salt]]&lt;br /&gt;
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:&lt;br /&gt;
				[[Fire]]       -[[Water]]       -[[Earth]]       -[[Air]]&lt;br /&gt;
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''&amp;gt;Each magical element has its own patron in alchemic lore:&lt;br /&gt;
		'''Vulken of Fire'''			- '''Enquira of Water'''&lt;br /&gt;
		- '''Agathaea of Earth'''		- '''Heremis of Air'''''&lt;br /&gt;
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'''The Balanced Ring'''– The duality of existence: male &amp;amp; female, light &amp;amp; shadow, good &amp;amp; evil.&lt;br /&gt;
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'''The Inner Circle'''– The Order of Existence, that bonds all things together.&lt;br /&gt;
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==Development==&lt;br /&gt;
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. Many of the skills have connections to actual alchemical inventions or concepts.&lt;br /&gt;
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==Media==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Pic 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Pic 2&lt;br /&gt;
Image:Melatras.jpg|Location of Melatras in Sanctuary&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==References==&lt;br /&gt;
Feel free to ask questions about the Alchemist to '''Kire''' or at his e-mail at '''outta_mont_06@yahoo.com ''' &lt;br /&gt;
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{{Class navbox floor}}&lt;/div&gt;</summary>
		<author><name>Kire</name></author>	</entry>

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