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 Post subject: Alchemist Class
PostPosted: Fri Apr 20, 2007 8:21 pm 
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Alchemists

Alchemists are a unique science class. They rely on ingredients to cause unique things to happen. This requires some really rare ingredients, and as such only alchemists have the knowledge of various ingredients required to get to actually achieve the potion effects. Alchemists can?t get powerful potions, as that would create such turmoil in the vials that they can?t control the violent effects. Many alchemists have tried, none have succeeded, and few have survived an attempt at making a powerful potion.

Start with: 2 gold, a normal ingredient pouch, a whip, and an unlimited array of vials.
3 skills (3 weak), 3 potions (2 medium, 1 weak)

Ingredient Pouch -

A small pouch that allows alchemist?s to store the ingredients for their potions. Each ingredient has its own slot. Each ingredient is kept in a small glass vial. It is the size of a handbag, but almost supernaturally light. A basic Ingredient Pouch holds ten of each ingredient.

--Alchemists start with this. 10 ingredients each.

Advanced Ingredient Pouch -

Alchemists can upgrade their pouch to a larger pouch that can hold fifteen of each ingredient. As before, each ingredient has its own pouch, and each ingredient is kept in a glass vial. It is slightly bigger than the regular pouch, but still has the same almost supernatural lightness.

--Alchemist Classes; 30 Gold to upgrade, 15 ingredients each
Quote:
Black Fire Weed: These are found only in areas of extreme heat. It is most often found at the summit of volcanoes shortly before they erupt. They are ground into a fine powder that can then be used in potions. It it touches bare skin, it burns.

Glowing Paradise Rose: These are found only in special caves and caverns. They never sprout at the same time each year and live for only a few hours. If they are not plucked and preserved within that time, they will loose their special properties and become useless. Once they leave preservation they quickly turn into ash which can be used in making potions. Their strange properties allow them to emanate a soft yellow light, much like a large candle or a lantern.

Blood Berry Juice: These berries are picked from the bushes of the Blood Thorn. They grow, mostly, after battles in which large amounts of blood has been spilled. It remains unknown what exactly causes them to grow, as no one has done it successfully. These berries are ground into a semi-liquid that can be used in making potions. If exposed to unprotected skin, it can cause old wounds to re-open.

Sky Stone Minerals: These stones are by far the most difficult ingredients to come across. They are foreign to DI, only appearing during the rare times in which a meteor strikes the planet. They're very brittle, like sandstone, but hold strong reactive power. They're ground into a powder that can then be used in potions. This powder is very light and causes numbness if it touches unprotected skin.

Bone Marrow of the Golgath: This substance comes from grinding a live Golgath into a mush, which allows it to be used in potions. These small, aquatic creatures live in the far depths of the ocean and are very violent. Capturing them is quite difficult and dangerous. This mush is very sticky, stronger than most glues.

Golem Source: A small yellow stone that emanates a faint muddy smell. These stones were once used to power the Machina Golems of the ancient past. While speculative, no one can deny the latent power stored within these stones. These stones are found every once in a while, but not without cost. They are stored in ancient ruins that are often filled with traps and the occasional guardian. When broken, these stones create a small flash, and emanate a foul smell.

Potions are arranged by ingredients. the first ingredient is always fire weed, the second is always the glowing paradise rose, the third is blood berry juice, the fourth is the Sky stone mineral, the fifth is the Bone marrow of the golgath, and the sixth is always golem source.

Quote:
Fire:

Explosive potion: 2/0/0/0/0/0 (weak potion)
An explosive potion is fire in a vial. By grinding down 2 black fire weeds and several common ingredients which is then added to a vial, an explosive potion is made. When the vial shatters, it erupts in a violent flame, harming anything near it in a minor explosion.

Oil potion: 1/0/1/0/0/0 (weak potion)
Using the Blood berry juice as the liquid, and the Black fire weed as the fuel, the alchemist creates an Oil potion. Though it does not ignite on it?s own, any outer source of fire will ignite it.

Crater potion: 3/0/0/0/0/0 (medium potion)
Using more fire weeds, the Alchemist can create a more powerful explosive. By grinding 3 black fire weeds and adding the common ingredients, a crater potion is made. When the vial shatters, it erupts in a violent flame, harming anything near it in an explosion.

Flare potion: 2/1/0/0/0/0 (medium potion)
A flare potion is an explosive potion with a twist. When it shatters it emits a blinding flash as well as it?s minor explosion. This is achieved by making a glowing paradise rose explode, using the black fire weeds.

Splatter potion: 1/0/2/0/0/0 (medium potion)
Using a black fire weed to make the potion erupt more violently, and adding blood berry juice as the main ingredient, an alchemist makes a splatter potion. Splatter potions spread a bloodlike sticky substance, that hinders movement, and makes areas...sticky.

Meteor Potion: 4/0/0/0/0/0 (strong potion)
Using even more fire weeds, the alchemist creates an even more powerful explosive. By grinding down 4 black fire weeds weeds and several common ingredients which is then added to a vial, an explosive potion is made. When the vial shatters, it erupts in a violent flame, harming anything near it in a major explosion.

Lightning Explosion Potion: 2/0/0/2/0/0 (strong potion)
By using both sky stone and fire weed, the alchemist creates a lightning explosion potion. This potion explodes like an explosive potion, but the explosion itself is electrified, shocking as well as burning anyone or anything it touches with both fire and electricity.

Smoking crater potion: 3/0/0/0/0/1 (strong potion)
By adding a bit of golem source to a crater potion, you achieve an additional effect. When the crater potion explodes, the golem source will slowly burn up, causing huge billowing black clouds of smoke for 3 posts after the explosion.

Burning rage potion: 1/3/0/0/0/0 (strong potion)
By adding a fire weed to the glowing rose minor healing, the alchemist is healed slightly, and receives a strength bonus on top of the normal effect. This effect lasts for 3 posts.


Light:

Antidote: 0/2/0/0/0/0 (weak potion)
By adding 2 glowing paradise roses together you create a slightly glowing potion. You can hold it to illuminate an area slightly, or drink it to cure any weak poison, and reduces the effects of medium and strong poisons.

Clear potion: 0/1/0/0/1/0 (weak potion)
By combining a glowing paradise rose with the bone marrow of a golgoth, the alchemist creates a potion that clears his vision. This allows him to see much better in any circumstance. It can furthermore cure blindness.

Minor Healing 0/3/0/0/0/0 (medium potion)
By using three Glowing paradise roses, this potion spreads a warm light inside when drunk, healing minor injuries and cuts.

Flare potion: 2/1/0/0/0/0 (medium potion)
A flare potion is an explosive potion with a twist. When it shatters it emits a blinding flash as well as it?s minor explosion. This is achieved by making a glowing paradise rose explode, using the black fire weeds.

Toxic cloud potion: 0/2/0/0/0/1 (medium potion)
By creating an antidote, then tainting it with a golem source, you create a violent poison potion. This potion spreads a cloud of poison when shattered, that inhibits breathing, irritates skin and makes eyes water.

Rejuvenation Potion: 0/4/0/0/0/0 (strong potion)
A rejuvenation potion is the best source of healing around. When drunk every minor wound simply vanishes in a warm glow, major wounds stop bleeding (though amputated limbs still bleed slightly) and pain is lessened. On top of it, it cures any and all poisons instantly.

Burning rage potion: 1/3/0/0/0/0 (strong potion)
By adding a fire weed to the glowing rose minor healing, the alchemist is healed slightly, and receives a strength bonus on top of the normal effect. This effect lasts for 3 posts.

Potion of swiftness: 0/1/0/3/0/0 (strong potion)
By adding 3 sky stone ingredients to a glowing paradise rose, you get a potion that dramatically improves your speed. The alchemist achieves a swiftness that is practically unrivaled. This effect lasts for 4 posts.


Dark:

Mana Charge potion: 0/0/2/0/0/0 (weak potion)
By adding 2 blood berries together into a vial, it creates a deep red, eerily looking potion. It tastes horrible. This potion is mainly designed to help other people you play with. This potion regenerates one use of a weak spell or weak special.

Oil potion: 1/0/1/0/0/0 (weak potion)
Using the Blood berry juice as the liquid, and the Black fire weed as the fuel, the alchemist creates an Oil potion. Though it does not ignite on it?s own, any outer source of fire will ignite it.

Mana Regenerating potion: 0/0/3/0/0/0 (medium potion)
By adding 3 blood berries together into a vial it creates an almost blackened red horrible looking potion. It tastes like devouring old gym socks, this potion is mainly designed to help other people you play with. This potion regenerates one use of a medium spell or special, or 2 uses of a weak spell or special.

Slippery potion: 0/0/1/0/2/0 (medium potion)
Using blood berry juice as a catalyst, the water ingredients become slick as ice. Any surface becomes extremely slippery, and when it hits, a small cold explosion erupts from the bottle caused by the bone marrow.

Splatter potion: 1/0/2/0/0/0 (medium potion)
Using a black fire weed to make the potion erupt more violently, and adding blood berry juice as the main ingredient, an alchemist makes a splatter potion. Splatter potions spread a bloodlike sticky substance, that hinders movement, and makes areas...sticky.

Mana Rejuvenation potion: 0/0/4/0/0/0 (strong potion)
By adding 4 blood berries together into a vial it creates a completely black potion. It tastes like devouring an entire footballteams jockstraps after a long sweaty game, this potion is mainly designed to help other people you play with. This potion regenerates one use of a strong spell or special, 2 uses of a medium spell or special, and 3 uses of a weak spell or special.

Cold Blooded Potion: 0/0/2/0/2/0 (strong potion)
Using enough blood berries and bone marrow in perfect harmony, the drinker of the potion gets a boost of inner focus. Due to this increased focus, the drinker receives a significant resistance against spells and specials, and on top of this the power of spells for spellcasters is increased slightly. It lasts for 3 posts.

Blood Blast Potion: 0/0/3/0/1/0 (strong potion)
Using 3 blood berries to create a solid mass of bloodlike substance and one bone marrow as the freezing section, you create a blood blast. A blood blast will explode in a violent torrent of all sorts of tiny frozen blood missiles that numb areas they hit shortly. The blast is about as powerful as an exploding potion, but the blood missiles can travel much farther.

Bleeding Earth potion: 0/0/1/0/0/3 (strong potion)
By adding blood berry juice to 3 golem sources, the alchemist creates a bleeding earth potion. This bleeding earth potion causes a violent, but very local earthquake, as well as send several small pieces of rock, created by the golem source around as small projectiles.


Air:

Vortex potion: 0/0/0/2/0/0: (weak potion)
Pure wind in a vial. By using 2 sky stones, this vial releases a current of wind, creating a minor vortex of wind that hits with the same force as fists. The wind explosion is similar in size to the exploding potion.

Sand Cloud potion: 0/0/0/1/0/1 (weak potion)
Though wind and earth usually conflict, by mixing small amounts of both sky stone and golem source, a sand cloud can be created. This obscures some vision, and can cause abrasive damage. The sand is so small, it ignores armour.

Whirlwind potion: 0/0/0/3/0/0 (medium potion)
Pure wind in a vial. By using 3 sky stones, this vial releases a torrent of wind, creating a whirlwind that hits with the same force as bricks. The wind explosion is about twice the size of an exploding potion.

Charge potion: 0/0/0/2/1/0 (medium potion)
This potion charges 1 part of bone marrow with 2 parts of skystone. This creates an electric water, that will conduct into water, as well as send electricity through anything it hits. This shocks, but doesn?t stun. And in bodies of water the electric energies are dispersed and weakened, the larger the body of water gets.

Putrid Potion: 0/0/0/1/0/2 (medium potion)
Though conflicting ingredients, the alchemist mixes these two to create a violent unchangable chain reaction. Immediately after mixing the potion he throws it away. The golem source parts release a vile, putrid, horrible stench, while the skystone part releases it in all directions swiftly. The stench lasts for 3 posts, and dilutes in the air. Obviously, it is more effective in smaller rooms.

Tornado potion: 0/0/0/4/0/0 (strong potion)
Pure wind in a vial. By using 4 sky stones, this vial releases a violent torrent of wind, creating a Tornado that hits with the same force as hammers. The wind explosion is about three times the size of an exploding potion.

Lightning Explosion Potion: 2/0/0/2/0/0 (strong potion)
By using both sky stone and fire weed, the alchemist creates a lightning explosion potion. This potion explodes like an explosive potion, but the explosion itself is electrified, shocking as well as burning anyone or anything it touches with both fire and electricity.

Potion of swiftness: 0/1/0/3/0/0 (strong potion)
By adding 3 sky stone ingredients to a glowing paradise rose, you get a potion that dramatically improves your speed. The alchemist achieves a swiftness that is practically unrivaled. This effect lasts for 4 posts.

Frostbite potion: 0/0/0/1/3/0 (strong potion)
By using 3 parts skystone and 1 part bone marrow, the frostbite potion is made. This potion releases a whirlwind twice the size of an exploding potion, hitting at the power of bricks, with added cold damage. This damage will cause instant frostbite, making extremities unresponsive.


Water:

Water blast: 0/0/0/0/2/0 (weak potion)
By using 2 bone marrow parts the alchemist creates a water blast. This water blast soaks everything it hits in water, cooling them down and dousing ANY and all flames (including magical ones), as well as cause minor water damage if it hits. It explodes in a small wave.

Clear potion: 0/1/0/0/1/0 (weak potion)
By combining a glowing paradise rose with the bone marrow of a golgoth, the alchemist creates a potion that clears his vision. This allows him to see much better in any circumstance. It can furthermore cure blindness.

Water Torrent: 0/0/0/0/3/0 (medium potion)
By using 3 bone marrow parts the alchemist creates a water torrent. This water torrent soaks everything it hits in water, cooling them down and dousing ANY and all flames (including magical ones), as well as cause medium water damage if it hits. It explodes in a wave.

Slippery potion: 0/0/1/0/2/0 (medium potion)
Using blood berry juice as a catalyst, the golgath ingredients become slick as ice. Any surface becomes extremely slippery, and when it hits, a small cold explosion erupts from the bottle caused by the bone marrow.

Charge potion: 0/0/0/2/1/0 (medium potion)
This potion charges 1 part of bone marrow with 2 parts of skystone. This creates an electric water, that will conduct into water, as well as send electricity through anything it hits. This shocks, but doesn?t stun. And in bodies of water the electric energies are dispersed and weakened, the larger the body of water gets.

Tidal Wave potion: 0/0/0/0/4/0 (strong potion)
By using 4 bone marrow parts the alchemist creates a tidal wave vial. This tidal wave soaks everything it hits in water cooling them down and dousing ANY and all flames (including magical ones), as well as cause major water damage if it hits. It explodes in a violent tidal wave.

Cold Blooded Potion: 0/0/2/0/2/0 (strong potion)
Using enough blood berries and bone marrow in perfect harmony, the drinker of the potion gets a boost of inner focus. Due to this increased focus, the drinker receives a significant resistance against spells and specials, and on top of this the power of spells for spellcasters is increased slightly. It lasts for 3 posts.

Frostbite potion: 0/0/0/1/3/0 (strong potion)
By using 1 parts skystone and 3 part bone marrow, the frostbite potion is made. This potion releases a whirlwind twice the size of an exploding potion, hitting at the power of bricks, with added cold damage. This damage will cause instant frostbite, making extremities unresponsive.

Blood Blast Potion: 0/0/3/0/1/0 (strong potion)
Using 3 blood berries to create a solid mass of bloodlike substance and one bone marrow as the freezing section, you create a blood blast. A blood blast will explode in a violent torrent of all sorts of tiny frozen blood missiles that numb areas they hit shortly. The blast is about as powerful as an exploding potion, but the blood missiles can travel much farther.


Earth:

Pebble Shot Potion: 0/0/0/0/0/2 (weak potion)
Using 2 golem sources, the alchemist creates a vile, greenish looking potion. This potion explodes and releases a hail of small pebbles in all directions.

Sand Cloud potion: 0/0/0/1/0/1 (weak potion)
Though wind and earth usually conflict, by mixing small amounts of both sky stone and golem source, a sand cloud can be created. This obscures some vision, and can cause abrasive damage. The sand is so small, it ignores armour.

Rock Shot potion: 0/0/0/0/0/3 (medium potion)
Using 3 golem sources, the alchemist creates a vile, dark greenish looking potion. This potion explodes and releases a bunch medium sized rocks in all directions.

Putrid Potion 0/0/0/1/0/2 (medium potion)
Though conflicting ingredients, the alchemist mixes these two to create a violent unchangable chain reaction. Immediately after mixing the potion he throws it away. The golem source parts release a vile, putrid, horrible stench, while the skystone part releases it in all directions swiftly. The stench lasts for 3 posts, and dilutes in the air. Obviously, it is more effective in smaller rooms.

Toxic Cloud potion: 0/2/0/0/0/1 (medium potion)
By creating an antidote, then tainting it with a golem source, you create a violent poison potion. This potion spreads a cloud of poison when shattered, that inhibits breathing, irritates skin and makes eyes water.

Boulder Blast potion: 0/0/0/0/0/4 (strong potion)[i]
Using 4 golem sources the alchemist creates a vile, almost black green potion. This potion explodes and releases a pair of massive boulders in 2 directions.

Fortitude potion [i]0/2/0/0/0/2 (strong potion)

Ironically, by adding another golem source to an antidote, it reacts once more, and instead of poison, it gives the alchemist an incredibly hard skin, similar to stone, though only as hard as wood. This effect lasts 5 posts.

Bleeding Earth potion: 0/0/1/0/0/3 (strong potion)
By adding blood berry juice to 3 golem sources, the alchemist creates a bleeding earth potion. This bleeding earth potion causes a violent, but very local earthquake, as well as send several small pieces of rock, created by the golem source around as small projectiles.

Smoking Crater potion: 3/0/0/0/0/1 (strong potion)
By adding a bit of golem source to a crater potion, you achieve an additional effect. When the crater potion explodes, the golem source will slowly burn up, causing huge billowing black clouds of smoke for 3 posts after the explosion.

Custom potion A custom potion always requires 1 more ingredient than existing ones. This means custom weak potions will need 3 ingredients, custom medium potions need 4 ingredients and custom strong potions require 5 ingredients. There are no powerful potions.


Last edited by Dreadclaw on Sun Apr 22, 2007 12:47 am, edited 2 times in total.

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