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The '''Alchemist''' is mainly a [[caster]]/[[ranged]] class, with several possible variations on gameplay and multiple builds. The Alchemist can throw lethal potions onto his enemies, inflict them with various [[debuff]]s using hex fields, or summon natural phenomena to attack his enemies or help his allies.
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The '''Alchemist''' is mainly a [[caster]] 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.  
  
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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.
  
  
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|classtype= fanclass
 
|classtype= fanclass
 
|role= [[Caster]]
 
|role= [[Caster]]
|attrib= [[Vitality]] [[Willpower]] [[Life]] [[Mana]]
 
<!-- Class Skills -->
 
|skilltree1= Concoction Skill Tree
 
|skilltree2= Hex Field Skill Tree
 
|skilltree3= Phenomenon Skill Tree
 
 
<!-- Background -->
 
<!-- Background -->
 
|origin= [[Dry Steppes]]
 
|origin= [[Dry Steppes]]
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}}
 
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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 "<u>Opus Mensurae Firmamentorum</u>" in the passage "<u>De Terra et Ceteris Paribus Superiorque Inferiorque</u>":
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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 "<u>Opus Mensurae Firmamentorum</u>" in the passage "<u>De Terra et Ceteris Paribus Superiorque Inferiorque</u>":
 
::"We are but a world upon a grain of sand, and the sands beneath be the lower worlds unseen by mortal eyes as we dwell upon our grain unseen by the eyes of a higher world. For just as all things are above, so be they below." -Arlore Geid
 
::"We are but a world upon a grain of sand, and the sands beneath be the lower worlds unseen by mortal eyes as we dwell upon our grain unseen by the eyes of a higher world. For just as all things are above, so be they below." -Arlore Geid
  
  
The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kehjistan]]. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the [[Necromancer]]s share a common root with the Hex Fields of the Alchemists, and the [[Horadric Cube]] is actually an elder secret bestowed to the [[Horadrim]] to show the Alchemists' support. Of all the mage clans of Sanctuary, the Alchemists are most closely tied to the Priests of Rathma -some believe they share a common history. The two orders often refer to each other as "two sides of the same coin."
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The ancient city of Melatras is the stronghold of the Alchemists, carved into the very mountains of the Dry Steppes that border [[Kehjistan]]. At the heart of Melatras is the Grand Library of Cedurnem, considered by most to be the oldest repository of knowledge in the world. Countless scrolls and vials fill the shelves and wisdom of the ages can be felt when walking down its weathered passages. Alchemists over the centuries have gathered knowledge of other clans and tribes and refined their techniques to great degrees. Though they are willing to share their arts with other magic-users, most outsiders do not possess the precision to use their skills –yet they have shared knowledge with of mage clans before. The curses of the [[Necromancer]]s share a common root with the Alchemists' studies of physiology and psychology, and the [[Horadric Cube]] is actually an elder secret bestowed to the [[Horadrim]] to show the Alchemists' support. Of all the mage clans of Sanctuary, the Alchemists are most closely tied to the Priests of Rathma -some believe they share a common history. The two orders often refer to each other as "two sides of the same coin."
  
  
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With the destruction of [[Arreat]], the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set foward to study the strange occurences of the West. They are indeed are rare sight, as few in the world of Sanctuary have the natural ability and focus to be trained in the arts of the Oruegia, and only when they are young do they wander the world. While Alchemists are known to have knowledge of countless fields, these two have specialized their knowledge in the pursuit of potion-making, fundamental hex fields, and the study of the world´s natural phenomena. After countless years of training and studying, the apprenticeships of the two have ended, and they set out to begin their own studies of the world. Though still inexperienced, the training of the youths guides them to understand and combat the chaos that has come upon us.
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With the destruction of [[Arreat]], the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set 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.
  
  
===The Squared Circle===
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===Male Alchemist Background===
  
[[Image:Squared-Circle.jpg]]
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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:
  
Representing the whole philosphy of the Alchemists, the Squared Circle carries multiple layers of meaning:
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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.
  
'''The Outer Circle'''– The Chaos of Existence, from which all things come.
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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.  
  
'''The Foundation Triangle'''– The three base elements of matter:
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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.
'''Sulfur'''     - '''Mercury''' - '''Salt'''
 
  
'''The Elemental Square'''– The four basic elements of magic of the mortal plane:
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-The female Alchemist background has not been completed.
'''Fire'''      - '''Water'''      - '''Earth'''      - '''Air'''
 
 
''>Each magical element has its own patron in alchemic lore:
 
'''Vulken of Fire''' - '''Enquira of Water'''
 
- '''Agathaea of Earth''' - '''Heremis of Air'''''
 
  
'''The Balanced Ring'''– The duality of existence: male & female, light & shadow, good & evil.
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==Class Design==
  
'''The Inner Circle'''– The Order of Existence, that bonds all things together.
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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.
  
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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.
  
==Class Design==
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===Resource System===
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.
 
  
 +
[[Image:Squared-Circle.jpg|thumb|100px75px|The Squared Circle.]]
  
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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 "Squared Circle".
  
==Attributes and Skills==
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Representing the whole philosophy of the Alchemists, the Squared Circle moves inward and carries multiple layers of meaning:
Most alchemist skills require a decent amount of [[mana]], so [[Life]] is needed to quickly regenerate spend mana. [[Willpower]] is an important attribute is boost skill damage. Most potions act as a ranged attack, as do most of the phenomena. Hex Fields act similar to both the [[Necromancer]]'s Curses and The [[Paladin]]'s auras. The hex field is cast in a particular spot with a radius around it. Any enemy that enters the field is affected. It does NOT follow the player or the enemies but remains fixed on the ground. Each skill is designed to be effective in its own way. Whereas some older classes had skills that would become obsolete or eclipsed after a while, each of the Alchemist's skills are designed to be useful at any level with a variety of boosting passive skills.
 
  
===Attributes===
 
The distribution of attributes has yet to have been determined. More studying needs to be done on the official classes' attributes to ensue proper balancing.
 
  
====Starting Attributes====
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'''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.
*'''[[Strength]]:''' x
 
*'''[[Dexterity]]:''' x
 
*'''[[Vitality]]:''' x
 
*'''[[Willpower]]:''' x
 
*'''[[Life]]:''' x
 
*'''[[Mana]]:''' x
 
  
  
====Attribute Increase Per Level====
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'''The Foundation Triangle'''– The three fundamental substances of the first matter that arise for the Chaos:
*'''[[Strength]]:''' x
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:'''Sulfur'''     - '''Mercury''' - '''Salt'''
*'''[[Dexterity]]:''' x
 
*'''[[Vitality]]:''' x
 
*'''[[Willpower]]:''' x
 
  
  
===Alchemist Skills===
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'''The Elemental Square'''– The four basic elements of magic of the mortal plane:
The alchemist skills are arranged into to three distinctive skill tree categories:
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:'''Fire'''      - '''Water'''      - '''Earth'''      - '''Air'''
* Concoction
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* Hex Field
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:*''Each magical element has its own patron in alchemic lore:''
* Phenomenon
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::'''Vulken of Fire''' -The Forger
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.
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::'''Enquirre of Water''' -The Artist
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::'''Hermothes of Air''' -The Traveler
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::'''Agathaea of Earth''' -The Healer
  
  
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'''The Balanced Ring'''– The duality of existence: male & female, light & shadow, mind & body, physical & ethereal.
  
====Concoction Skills====
 
The Concoction tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs. The Muriatic Acid, Aqua Vitae, Ichor and Alkahest skills can either be casted on the caster or an ally to add that type of damage to their weapons, or used to attack an enemy directly for greater damage and additional effects.
 
<div style="clear:both;"></div>
 
'''<u>Active Skills</u>:'''
 
  
* '''Brimstone''' - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.
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'''The Inner Circle'''– The Order of existence, which bonds all things together and gives rise to life. It is perfection.
**'''''Lore''': Not all potions are meant to attack directly. When surrounded by enemies, an alchemist can utilize the foul nature of this fundamental substance to create a powerful flash and putrid clouds of sulfur that quickly spread through the area. So powerful is the sulfur that it drives enemies away.''
 
  
* '''Muriatic Acid''' - Active Skill. '''Effect 1''' (buff): Adds Lightning damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals Lightning damage, enemies may randomly spasm during X seconds after being struck -interrupting their current action.
 
**'''''Lore''': An alchemist in combat can hurl vials of this powerful liquid or imbue a weapon with corrosive acid that eats into the flesh of his wounded enemy. The strength of the acid is capable of shocking the nerves of his enemies and causing spasms.
 
  
* '''Black Powder''' - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.
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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 '''"Focus"''', 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.
**'''''Lore''': Should an alchemist be in need of force, he can cast a volatile powder that generates powerful explosions. So great is the force of the explosion that it can knock enemies away from the blast.''
 
  
* '''Pitch''' - Active Skill. Enemies caught in area of effect are slowed or stopped.
 
**'''''Lore''': Speed is a powerful weapon. By using the natural thickness of this substance, an alchemist can ensnare his foes. After being slowed or even immobilized by the pitch, an enemy is easily dispatched by other attacks.''
 
  
* '''Aqua Vitae''' - Active Skill. '''Effect 1''' (buff): Adds Cold damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals Cold damage, lowers enemies' attack rating.
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==Skills & Traits==
**'''''Lore''': Having long studied the effects of spirits on drunkards, an alchemist can distill this liquid into a potion that intoxicates his victims. Their thinned blood leaves them cold and sluggish, while their attacks become uncoordinated. It is unlikely that an enemy could land even a single blow while in such a drunken stupor.''
 
  
* '''Ichor''' - Active Skill. '''Effect 1''' (buff): Adds Posion damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals greater Poison damage.
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Main article: [[Alchemist Skills]]
**'''''Lore''': Legend has long told of this chemical being the essence of immortality in the blood of the gods, but also being extremely toxic to mortals. Should an alchemist be able to procure this rare substance, he can fill his enemies with a deadly poison.''
 
  
* '''Alkahest''' - Active Skill. '''Effect 1''' (buff): Adds Fire damage to caster and allies' weapons for X seconds. '''Effect 2''' (ranged attack): Deals Fire damage, spreads through contact.
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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.
**'''''Lore''': Hailed as the long-sought after universal solvent, a wise alchemist could discover an acid capable of dissolving even gold. An alchemist can use this chemical to melt to flesh from bone of any creature it comes into contact with. Its resilience allows it easily spread from enemy to enemy or from the ground for its duration.''
 
  
* '''Aether''' - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.
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Brief descriptions of each skill appear below.
**'''''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.''
 
  
'''<u>Passive Skills</u>:'''
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===Tier 1 Skills===
* '''Balanced Humors''' - Passive Skill. Increases elemental resistances and mana regeneration.
 
* '''Panacea''' - Passive Skill. Increases effect of non-skill potions.
 
* '''Potent Catalyst''' - Passive Skill. Decreases enemy defense to physical attacks when struck by potion.
 
* '''Drop of Nepenthe''' - Passive Skill. Alchemist receives % bonus to Defense whenever mana is below %.
 
  
====Hex Field Skills====
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'''<u>Brimstone</u>:''' 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.
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.
 
<div style="clear:both;"></div>
 
'''<u>Active Skills</u>:'''  
 
  
* '''Crisis'''- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.
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'''<u>Quicksilver</u>:''' Physical damage. The Alchemist extends a tendril of quicksilver from his hand that quickly solidifies into a spike and pierces any enemies in its way. It then reliquifies and falls to the ground. The casting rate is high and the cooldown time is short, so this is a quick way to attack close-by enemies.
**'''''Lore''':  Alchemists have long studied the crisis period, the critical point in the body’s defenses that results in recovery or death. Having this knowledge, an alchemist can subtly influence the probability to be in favor of death, causing wounds to fail to heal and bleed uncontrollably.''
 
  
* '''Dyscrasia''' - Active Skill. Enemies within field  have lower elemental resistances.
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'''<u>Salt Acids</u>:''' Lightning damage. The Alchemist sprays nearby enemies with acid that shocks them. Afterwards, affected enemies are susceptible to random spasms that shock them again and interrupt their actions. A momentary spasm is all that's needed to escape an enemy for finish him off.  
**'''''Lore''': Through years of studying the fundamental temperaments, an alchemist can upset the natural balance of an enemy's bodily fluids. The lack of equilibrium slows the enemy's natural bodily functions and renders it unable to withstand sudden elemental or environmental changes.''
 
  
* '''Vulken's Wrath''' - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.
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===Tier 2 Skills===
**'''''Lore''': Fire has always been seen as a symbol of purity and a key to the art of alchemy. By invoking the wrath of Vulken, the alchemical patron of fire, an alchemist can call forth this purifying fire to sear the corrupted spirits of enemies and consume their remains.''
 
  
* '''Violent Demise''' - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.
+
'''<u>Black Powder</u>:''' Fire and Physical damage. The Alchemist ignites volatile powder to send out a conical explosion that burns enemies and knocks them back. Blast enemies back when they crowd in too close.
**'''''Lore''': An alchemist can infuriate his enemy by filling its body with pain, tormenting its spirit until it violently explodes from its body upon death. The furious spirit will blindly lash out at its former allies before it is forced to move on and leave the mortal plane.''
 
  
* '''Empathy''' - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.
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'''<u>Drug of Nepenthe</u>:''' Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.
**'''''Lore''': Alchemists have studied the workings of the mind for ages. With an understanding of the complex subtleties of thought, an alchemist can force an enemy to share his feelings and pains. Even as an enemy strikes the alchemist, it feels the pain of the wound as if it were its own wound.''
 
  
* '''Archeus''' - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.
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'''<u>Noxious Miasma</u>:''' 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.
**'''''Lore''': Through sheer force of will, an alchemist can manifest the higher realm onto the world. The rift to this realm pulls all nearby foes towards it, culminating in an explosion of righteous light that punishes all within it for their sinful deeds.''
 
  
* '''Chaos''' - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn (slowly lose mana/fury/instability).
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===Tier 3 Skills===
**'''''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.''
 
  
'''<u>Passive Skills</u>:'''  
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'''<u>Boiling Tar</u>:''' Fire damage. The Alchemist launches a bottle that explodes in midair and coats an area with sticky, molten tar that burns enemies and slows them down. 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.
* '''Calligraphy''' - Passive Skill. Increases the range of all Hex Field skills.
 
* '''Field Flux''' - Passive Skill. Increases the health and mana globes dropped in hex fields.
 
* '''Empowered Psyche''' - Passive Skill. Alchemist has % chance of restoring X mana when killing an enemy with physical attack.
 
* '''Mystic Pattern''' - Passive Skill. May increase Rune effects, or increase Alchemist's attack rating and critical strike damage while within Hex Field (to be determined).
 
* '''Order''' - Passive Skill. Increases the effects of each point in the Alchemist's Vitality and Willpower attributes.
 
  
====Phenomenon Skills====
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'''<u>Metamorphosis Serum</u>:''' No damage. The Alchemist prepares a special concoction which, when combined with the blood of his enemy, allows him to shapeshift into the form of that enemy. During this time, other monsters are fooled and cease their attacks. 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.
The Phenomenon tree skills covers a wide array of natural Phenomena that the Alchemists have studied. In understanding the nature of these Phenomena, a skilled alchemist can channel them himself, unleashing untold destruction onto his enemies.
 
<div style="clear:both;"></div>
 
'''<u>Active Skills</u>:'''  
 
  
* '''Ignis Fatuus'''- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.
+
'''<u>Wandering Wisp</u>:''' 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.  
**'''''Lore''':  This eerie fire can be seen hovering over the ground, moving as though it has a mind of its own –beckoning observers. An acomplished alchemist can learn the secret to this mysterious fire with practice, allowing him to float over his foes and releash a burst of ghastly flames upon landing.''
 
   
 
* '''Aurora'''- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.
 
**'''''Lore''':  Myths across the world tell tales of the lights that snake across the night, bring good or ill omen. An alchemist can summon forth these shimmering lights of the northern and southern skies to electrify his enemies and perhaps leave them dazed.''
 
  
* '''Combustion''' - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.
+
===Tier 4 Skills===
**'''''Lore''': An alchemist can use his knowledge of the temperaments to raise natural choler in a enemy's body to a dangerously high level. Eventually, the enemy bursts into flames from the excess, burning it from head to toe.''
 
  
* '''Mark of Judgement''' - Active Skill. Glowing mark follows enemy, other enemies are attracted to glow. After 3-5 seconds, marked enemy is struck with Lighting damage.
+
'''<u>Petrify</u>:''' Arcane damage. The Alchemist shoots a blast of shimmering sand that binds to an enemy and hardens its body, slowing it down at the cost of making it slightly more resilient to damage for a time. 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.
**'''''Lore''': Legend tells of a band of pirates that stole sacred relics from a clan of sorcerers, and were cursed by its priests. While on the sea, the sailors were startled by a fire on the mast, but mystified by its enticing eeriness as it drew them close. Suddenly, a bolt of lightning struck, and the ship –with its crew –sank to oblivion. Likewise, an alchemist can call forth the strange glow of the fire to mesmerize his enemies and mark them for judgement by lightning.''
 
  
* '''Salt Crystals''' - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.
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'''<u>Earth Embodiment</u>:''' Physical damage. The Alchemist calls upon the spirit of the earth gnome to surround him with earth and stone. In this great form, the Alchemist easily resists attacks and smashes multiple enemies in front of him with powerful attacks of his own. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.
**'''''Lore''': Alchemists of old identified salt as one of the three base elements of the universe. Today, an alchemist can bring salt from the earth, sending out a field of crystals spikes beneath his enemies’ feet and providing pillars of salt as a barrier for the alchemist.''
 
  
* '''Prima Materia''' - Active Skill. Tendrils seek out enemies and deal Physical damage.
+
'''<u>Wind Tutelary</u>:''' Lightning damage. The Alchemist conjures the spirit of the wind sylph stand between him and his enemies as a guard, buffeting attackers with hurricane winds and striking them with lightning. Good for putting some distance between you and the enemy while dealing some damage at the same time.
**'''''Lore''': Because of its liquid form, alchemist have long considered quicksilver to be the prima material, the base form of metal and a fundamental substance. An alchemist can send out this quicksilver to seek enemies and strike at them with its metallic tendrils.''
 
  
* '''Elemental''' - Active Skill. Summons one elemental:  Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.
+
'''<u>Life-force Extract</u>:''' Arcane damage. The Alchemist fires a bolt of magical energy that pulls the life-force out of an enemy and returns it to the alchemist. This does great for hitting distant, evasive enemies and for low-health emergencies.
**'''''Lore''': In his mastery of the temperaments, an alchemist can summon a being of pure element to fight at his side. Upon finishing his incantation, he is joined by one of four creatures:  a sylph of lightning, a gnome of poison, an undine of ice, or a salamander of fire.''
 
  
* '''Sanctum Moleculae''' - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.
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===Tier 5 Skills===
**'''''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.''
 
  
'''<u>Passive Skills</u>:'''  
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'''<u>Combustion</u>:''' Fire damage. The Alchemist excites the heat and anger within an enemy until he draws out the spirit of the fire salamander to scorch the enemy with its own rage. The enemy continues to burn all over so long as the spirit remains over him, pushing his anger to the point that he attacks his fellow monsters. A fire-and-forget skill that also gives you a temporary ally.
* '''Research and Practice''' - Passive Skill. Increases the damage of all Phenomenon skills.
 
* '''Phantom Pain''' - Passive Skill. When an enemy receives critical strike, it continues to lose health related to % of critical strike damage over 10 seconds.
 
* '''Theurgy''' - Passive Skill. Increases all spell damage by % when Alchemist's life drops below % for 10 seconds. This effect cannot occur more than once every 60 seconds.
 
* '''Philosopher's Stone''' - Passive Skill. Replenishes % health per second, increases the amount of gold dropped by enemies, chests, stashes, etc. May increase magic find (to be determined).
 
  
 +
'''<u>Tonic of Sufferance</u>:''' No damage. The Alchemist sacrifices a percent of his life to create a potion that reduces the damage he takes and the duration of debilitating effects over a period of time.
  
====Leveling-Up Effects====
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'''<u>Invoke the Deluge</u>:''' Cold damage. The Alchemist invokes the spirit of the water undine to change his shape into that of icy water, able to surge like a wave past enemies and over obstacles to any desired location until his loses control of the form. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.
  
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.
+
===Tier 6 Skills===
  
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!
+
'''<u>Astral Chaos</u>:''' No damage. The Alchemist creates a glowing field over an area that drains enemies of their magical energies, negates their special abilities and lowers their resistance to magical attacks. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.
  
====Skill Rune Effects====
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'''<u>Doppelganger</u>:''' Physical damage. The Alchemist stabs an enemy and uses its blood to create a copy of it that fights for the alchemist against the original enemy. Provides you a distraction that tanks for you and adds a little more damage against an enemy.
  
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.
+
'''<u>Fuming Oil</u>:''' ''Unknown damage''. The Alchemist throws a flask full of chemicals so corrosive that they leak out of the container as it travels. The projectile rolls under enemies and will ricochet off of objects and walls. The chemicals consume enemies' weapons and armor to leave them weakened and vulnerable to attack. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.
  
'''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]].
+
'''<u>Empathy</u>:''' Physical damage. The Alchemist reaches into the mind of his enemy and links the two together. For every pain that the Alchemist feels, the enemy feels the same pain as if it were inflicted on its flesh. 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.
  
====Skill-Boosting Prefixes====
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===Tier 7 Skills===
  
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:
+
'''<u>Sacred Molecule</u>:''' -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.
  
'''Student’s''' (or '''Adept's''') – 1 to all Alchemist skills
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'''<u>Transfiguration</u>:''' 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.
  
'''Alchemist’s''' – 2 to all Alchemist skills
 
  
'''Potion-Maker’s''' – 1 to all Concoction skills
+
===Traits===
  
'''Herbalist’s''' – 2 to Concoction skills
+
Even though the [[trait]] system is relatively new, I have thought of some alchemist-specific traits:
  
'''Apothecary’s''' 3 to all Concoction skills
+
* Lingering Aftereffects –Increases duration of effects and debuffs by X%
 +
* Order and Equilibrium –Increase arcane resistance and health regeneration by X
 +
* Philosopher’s Stone –Increases Life and gold find by X%
 +
* Balanced Humors –Increases elemental resistances by X
 +
* Potent Catalyst –Increases damage of critical strike by X%
 +
* Panacea –Increases effects of drinkable potions, elixirs, and shrines by X%
 +
* Practiced Hand –Increases Attack by X% amount of Precision (under revision)
 +
* Enhanced Formula Affects resource in some way (unfinished)
 +
* Thriftiness –Increases material received from salvaging and lowers costs of crafting recipes by X%
 +
* Execute and Recover –Increases casting speed and lowers cooldown period by X%
 +
* Infused Potential –Base spell damage increases weapon damage by X% for Y seconds
  
'''Scribe’s''' – 1 to all Hex Field skills
 
  
'''Scholar’s''' – 2 to all Hex Field skills
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==Leveling-Up Effects==
  
'''Philosopher’s''' – 3 to all Hex Field skills
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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)
  
'''Eerie''' – 1 to all Phenomenon skills
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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.
  
'''Uncanny''' – 2 to all Phenomenon skills
+
-My thanks to '''Munedwg''' for this suggestion. I had been looking for a way to work in Transmutation for a while!
  
'''Phenomenal''' -3 to all Phenomenon skills
 
  
 
==Development==
 
==Development==
The Alchemist originally started as an experiment in designing a character for Diablo 2, but has been revamped to accomodate the new skill system of Diablo 3. One thing about Diablo 2 is that there were potions that could be equipped as weapons, yet these potions quickly became outclassed by other weapons. It seemed like a waste, but it was wondered if new, more lethal potions could be used on a more regular basis. The Alchemist is intended to take that step in using potions as his main weapon. However, the potions are a skill, so the Alchemist can still equip an actually weapon to suit his/her purposes. There are even Alchemist oriented item sets and Alchemist-specific helms already created; however, until more is revealed about items in Diablo 3, these sets and item ideas will not be posted. Many of the skills have connections to actual alchemical inventions or concepts.
+
 
 +
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.
  
 
"<u>Opus Mensurae Firmamentorum</u>" - "The Work of Measuring the Expanse"
 
"<u>Opus Mensurae Firmamentorum</u>" - "The Work of Measuring the Expanse"
Line 247: Line 189:
  
  
The Skill system has been completely redesigned. It will be better organized into tiers in the near future.
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March '10 -The Skill system has been completely redesigned. The trees have been completed.
 +
 
 +
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.
  
 +
* 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.
  
 
==Media==
 
==Media==
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Image:Alchemist-Male.jpg|A male Alchemist.
 
Image:Alchemist-Male.jpg|A male Alchemist.
 
Image:Alchemist-Female.jpg|A female Alchemist.
 
Image:Alchemist-Female.jpg|A female Alchemist.
Image:Alchemist-New.jpg|New Alchemist Artwork - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.
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Image:Alchemist-New.jpg|an Alchemist with a heavier armor look - by '''[[User:Veskin7 Bukito|Veskin7 Bukito]]'''.
 
Image:Melatras.jpg|Location of Melatras in Sanctuary.
 
Image:Melatras.jpg|Location of Melatras in Sanctuary.
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Image:Alchemist Skill Trees.JPG|The Alchemist Skill Trees (now obsolete).
 
</gallery>
 
</gallery>
  
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{{Fan creation navbox}}
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{{Fanmade navbox|fan_class}}
{{Class navbox}}
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[[Category:Kire]]

Latest revision as of 14:00, 5 May 2012

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 debuffs, and manifest powerful spirits to fight for him, protect him, and even change his form.

His shape-shifting abilities allow him to vary his standing on the field -making him elusive, deceptive, magic-mighty, or a pure tank. The new skill system includes runestone effects and traits designed specifically for the Alchemist.



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




Background[edit source]

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

Skills and Traits

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


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

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


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


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


With the destruction of Arreat, the world's natural fields have shifted -coursing with greater, unleashed energy. The Alchemists have noticed this, and so two young students of Oruegia have set 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.


Male Alchemist Background[edit source]

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:

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.

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.

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.

-The female Alchemist background has not been completed.

Class Design[edit source]

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.

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.

Resource System[edit source]

The Squared Circle.

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 "Squared Circle".

Representing the whole philosophy of the Alchemists, the Squared Circle moves inward and carries multiple layers of meaning:


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


The Foundation Triangle– The three fundamental substances of the first matter that arise for the Chaos:

Sulfur - Mercury - Salt


The Elemental Square– The four basic elements of magic of the mortal plane:

Fire - Water - Earth - Air
  • Each magical element has its own patron in alchemic lore:
Vulken of Fire -The Forger
Enquirre of Water -The Artist
Hermothes of Air -The Traveler
Agathaea of Earth -The Healer


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


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


The Alchemist does not rely on traditional magic, as he is not the typical mage. His resource would be focused on 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 "Focus", 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.


Skills & Traits[edit source]

Main article: Alchemist Skills

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.

Brief descriptions of each skill appear below.

Tier 1 Skills[edit source]

Brimstone: 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.

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

Salt Acids: Lightning damage. The Alchemist sprays nearby enemies with acid that shocks them. Afterwards, affected enemies are susceptible to random spasms that shock them again and interrupt their actions. A momentary spasm is all that's needed to escape an enemy for finish him off.

Tier 2 Skills[edit source]

Black Powder: 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.

Drug of Nepenthe: Cold damage. The Alchemist lobs a potion that shatters to release a swirling, churning cloud of alcoholic fluid that chills and drugs enemies. This one can slow enemies and make their physical attacks less likely to actual hit you.

Noxious Miasma: 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.

Tier 3 Skills[edit source]

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

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

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.

Tier 4 Skills[edit source]

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.

Earth Embodiment: Physical damage. The Alchemist calls upon the spirit of the earth gnome to surround him with earth and stone. In this great form, the Alchemist easily resists attacks and smashes multiple enemies in front of him with powerful attacks of his own. The second shape-shifting skill, this allows the alchemist to get his hands dirty as a melee brawler and even a tank.

Wind Tutelary: Lightning damage. The Alchemist conjures the spirit of the wind sylph stand between him and his enemies as a guard, buffeting attackers with hurricane winds and striking them with lightning. Good for putting some distance between you and the enemy while dealing some damage at the same time.

Life-force Extract: Arcane damage. The Alchemist fires a bolt of magical energy that pulls the life-force out of an enemy and returns it to the alchemist. This does great for hitting distant, evasive enemies and for low-health emergencies.

Tier 5 Skills[edit source]

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

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

Invoke the Deluge: Cold damage. The Alchemist invokes the spirit of the water undine to change his shape into that of icy water, able to surge like a wave past enemies and over obstacles to any desired location until his loses control of the form. This third shape-shifting skill also serves as a movement skill, letting you slip between enemies and over gaps.

Tier 6 Skills[edit source]

Astral Chaos: No damage. The Alchemist creates a glowing field over an area that drains enemies of their magical energies, negates their special abilities and lowers their resistance to magical attacks. Deadly against magic users, as it hinders casting speed and prevents special abilities such as spells, curses, and teleporting.

Doppelganger: Physical damage. The Alchemist stabs an enemy and uses its blood to create a copy of it that fights for the alchemist against the original enemy. Provides you a distraction that tanks for you and adds a little more damage against an enemy.

Fuming Oil: Unknown damage. The Alchemist throws a flask full of chemicals so corrosive that they leak out of the container as it travels. The projectile rolls under enemies and will ricochet off of objects and walls. The chemicals consume enemies' weapons and armor to leave them weakened and vulnerable to attack. A heavily damaging skill able the bounce off walls and could be used to block off certain areas.

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

Tier 7 Skills[edit source]

Sacred Molecule: -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.

Transfiguration: 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.


Traits[edit source]

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

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


Leveling-Up Effects[edit source]

(This idea is something I thing would be interesting, but I doubt it would be implemented with the arrival of the artisan system)

As the Alchemist gains in experience from his studies and travels, he learns the ways of infusing mundane objects with powerful alchemical abilities. The art of Transmutation is well-known to Alchemists; it is the nature of the inquisitive mind. While the exact effects of each 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.

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


Development[edit source]

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.

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

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


March '10 -The Skill system has been completely redesigned. The trees have been completed.

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.

  • 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.

Media[edit source]

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

References[edit source]

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