Changes

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search

Alchemist Skills

663 bytes added, 03:47, 25 February 2011
tweaks
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.
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.
==Tier 1 Skills==
===Brimstone===
No damage. The Alchemist throws a vial at his feet to release a billowing yellow cloud of sulphur that lingers for a few secondsto blind and drive enemies away. Good for escaping a tight situation.
*'''Description''' -Releases of cloud of sulfur for X yards that blinds enemies and causes them to flee for Y seconds.
**'''Next level''' - Increases ranged of cloud and duration of blinding/fleeing effect.
*'''Rune effects'''
** 1. Increases range and damage of tendril by X%
** 2. Skill becomes protective circle that automatically attacks nearby enemies X number of timesfor 1/2 the normal damage.
** 3. Skill rains metallic spikes from above onto AoE, enemies are skewed and immobilized for X seconds.
** 4. Skill becomes ranged; seeks out selected enemy, attacks, and ensnares enemy for X seconds.
** 1. Lengthens the blast range by X yards.
** 2. Skill changes to lobbed bomb that explodes after X seconds to damage enemies within Y yards.
** 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.
===Drug of Nepenthe===
===Noxious Miasma===
Poison damage. Poison damage. The Alchemist sends out a small, poisonous cloud that infects enemies in front of him with a deadly toxinthat lasts for a long time. 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 number of enemies affected by the poison. *'''Description''' -Expel a cloud for X yards of gases that deal X Y poison damage over Y Z seconds, spreads through contact to enemies within Z yards.**'''Next level''' -Increases damage and range of infectiousnesscloud.*'''''Lore''' -Sickness is the result of the miasmas, the bad air, the that infects and corrupts living things. An alchemist can bottle this air to release later and infect enemies when necessary with a an extremely potent poison so potent that other enemies can be infected as well just by being too close. The insidious toxic slowly eats away at their insides over time.''
*'''Rune effects'''
** 1. Caster and allies carry infectioncloud, without being harmed, and can pass it to infect nearby enemies for X seconds.
** 2. Alchemist force-feeds an enemy the poison, dealing X% more poison damage without the spreading ability.
** 3. Poisoned enemies can infect secondary enemies within X yards through contact, though secondary poisonings only last until the original poison duration ends.
==Tier 3 Skills==
===Wandering Wisp===
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.
*'''Description''' -Summons a wisp spirit to deal X cold damage for Y seconds to an enemy and lower its elemental resistances by Z% for its duration.
**'''Next level''' -Increases damage, duration of wisp, amount of elemental resistance reduction.
===Petrify===
Arcane damage. The Alchemist shoots a blast of shimmering sand that binds to an enemy and hardens its body, slowing it down at the cost of making it slightly more resilient to damage for a time. 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.
*'''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.
**'''Next level''' -Increases the damage, slowing effect, and duration.
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.
*'''Description''' -Fires a magical missile that deals X arcane damage, returns Y% of dealt damage to caster as health.
**'''Next level''' -Increases damage.
*'''''Lore''' -The spark of life is the essential energy that seperates the living from the dead. As he better understands this energy, an alchemist can craft powerful magic that extracts life from his enemy's core and siphons it back to himself in proportion to the power of the spell.''
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.
*'''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.**'''Next level''' -Increases range of field, resource drain, and magical resistance reduction.
*'''''Lore''' -Chaos is the base, unformed state of existence before any order. Understanding chaos allows an alchemist to affect the Archeus, the astral plane, a veil that seperates this world from the Ethereal Realm. The Ethereal Realm is the highest state of existence from which the fifth element Aether, the element of life, emerges into our world to give energy and life to the world. By unraveling the veil that connects the two realms, the alchemist sends that magical connection into chaos, denying his enemies the use of any magical energies or extraordinary abilities and rendering those enemies vulnerable to his magical attacks.
*'''Rune effects'''
** 1. Restores X% resource per second for each enemy within the field.
** 2. Field has glowing point in center that pulls nearby enemies towards it, explodes to deal X arcane damage when the field collapses.
** 3. Increases range of field by X%.
===Doppelganger===
*'''''Lore''' -Creating life is one of the long sought-after goals of alchemy. With enough experience, an alchemist can use a small sample of an enemy to create a homonculus, an artificial lifeform, which rapidly grows into a shade of the original monster. However, the alchemist uses his talents to alter the mind of the copy to turn against its original and fight on the side of its master until its life-force is consumed by its exertions.''
*'''Rune effects'''
** 1. Shade continues Initially shade-creating attack becomes melee AoE slash to survive for X seconds after the death of the originalaffect multiple enemies.
** 2. Shade attacks with lightning damage.
** 3. Shade attacks with arcane damage.
** 4. Initially shade-creating attack becomes melee AoE slash to affect multiple enemies.
===Fuming Oil===
*'''Description''' -Detonates a sphere of energy to deal X arcane damage for Y yards, particles expand outward and penetrate enemies to deal Z arcane damage.
**'''Next level''' -Increases range and damage of blast and damage of particles.
*'''''Lore''' -The ultimate manifestion of order is the sacred molecule, in which the energy of chaos is contained and organized into an incredibly powerful structure. It represents the perfect unity of matter and energy, though it is highly unstable in this world. A master alchemist can design this sacred structure as a mark of his understanding and skill. Then, he allows it to shatter and release its magical energies in a magnificient blast that splits the molecule into chaotically radiating particles.''
*'''Rune effects'''
** 1. Increases the damage and range of initial blast by X%, decreases number of particles.
[[Alchemist]] -main fanclass page.<br>[[Former Alchemist Skills]] -skills from earlier drafts.
 
 
[[category:Fan classes]]
[[Category:Fan skills]]
[[Category:Alchemist]]
[[Category:Kire]]
2,918
edits