Creator

Creator

Transcendent jobs FistDagger1hSword1hAxe2hAxeMace2hMace

Skill tree

← Alchemist

Skills31

Skills Effect Max level
First Aid Patches you up for 5% of your health. Once every 20s. 1
Discount Passive: buy 24% cheaper. 10
Overcharge Requires: Discount 3 Passive: sell for 24% more. 10
Pushcart Lets you buy a cart from the Guild Quartermaster. The cart adds 10 inventory slots for the whole roster, one a level, and is what arms Cart Revolution. 10
Mammonite 600% weapon damage. 10
Cart Revolution 150% weapon damage, splashing, knocks the target back 2 cells, always Neutral whatever the weapon. A cart from the Guild Quartermaster makes it read your loot pouch: one point more for each 1% of it that is full, up to 250%. 1
Crazy Uproar Buff on you: +4 STR for 300s. 1
Axe Mastery Passive: +30 ATK with a 1hAxe / 2hAxe. 10
Potion Research Adds 50% to everything Aid Potion throws, and steadies your hand at the brewing bench. 10
Prepare Potion Requires: Potion Research 5 Brews up to 10 of the healing potions you have on order, with a 20% chance each, once every 60s. Kept as doses this character drinks before it buys any. 10
Bomb Requires: Prepare Potion 4 200% weapon damage, Fire property, splashes 1 cell. 5
Acid Terror Requires: Prepare Potion 5 300% weapon damage, ignores DEF, never misses, a 15% chance to bleed for 120s. 5
Aid Potion Requires: Prepare Potion 3 Throws a Blue Potion at whoever in the party is shortest of SP, restoring 50% more than drinking it would, and more again the more INT they have. This level mends no wounds; the levels below it are the ones that heal. 5
Summon Flora Requires: Prepare Potion 6 Summons Geographer, 5 at a time, for 300s. They fight at your level, and draw hits that would otherwise land on you. 5
Summon Marine Sphere Requires: Prepare Potion 2 Lays 3 Marine Sphere where you stand. They wait, and go off in the face of the first thing that comes near, hitting everything within 4 paces for 24% of their own health. The blast ignores armour and never misses. One point is all this skill has; the rungs above it change nothing. 5
Alchemical Weapon Requires: Synthetic Armor 3 Buff on the party: +10% attack power for 600s. 5
Synthesized Shield Requires: Biochemical Helm 3 Buff on the party: +5 DEF for 600s. 5
Synthetic Armor Requires: Synthesized Shield 3 Buff on the party: +10% max HP for 600s. 5
Biochemical Helm Requires: Prepare Potion 2 Buff on the party: 30% resistance to stunned, asleep, frozen, petrified, blinded, cursed, poisoned and bleeding for 600s. 5
Bioethics Licence to raise a homunculus. Buy the licence from the Guild Quartermaster, switch on the Embryo order on the Consumables page, and a companion fights beside you on every expedition. 1
Call Homunculus Requires: Vaporize 1 Your homunculus comes out on its own at the start of every expedition. There is nothing to cast: it needs the licence, the Embryo order, and enough gold to pay for one. 1
Vaporize Requires: Bioethics 1 Withdraws your homunculus when it drops below 20% health. A homunculus that withdraws costs nothing to bring back; one that falls costs another Embryo. 1
Homunculus Resurrection Requires: Call Homunculus 1 Raises your fallen homunculus at 100% of its health, with no Embryo to pay. 5
Aid Berserk Potion Buff on the party: +20% attack speed for 1800s. 1
Twilight Alchemy 1 Requires: Prepare Potion 10 Brews up to 20 of the healing potions you have on order, with a 20% chance each, once every 180s. Kept as doses this character drinks before it buys any. 1
Twilight Alchemy 2 Requires: Prepare Potion 10 Brews up to 20 of the mana potions you have on order, with a 20% chance each, once every 180s. Kept as doses this character drinks before it buys any. 1
Twilight Alchemy 3 Requires: Prepare Potion 10 Brews up to 20 of the healing and mana potions you have on order, with a 20% chance each, once every 300s. Kept as doses this character drinks before it buys any. 1
Aid Condensed Potion Requires: Aid Potion 5 Throws a White Potion at whoever in the party needs it most, healing 100% more than drinking it would, and more again the more VIT they have. 10
Full Protection Requires: Alchemical Weapon 5, Synthesized Shield 5, Synthetic Armor 5, Biochemical Helm 5 Buff on the party: -8% damage from normal monsters and bosses for 600s. 5
Acid Demonstration Requires: Bomb 5, Acid Terror 5 Fixed damage, 10 hits, never misses. 10
Plant Cultivation Summons Geographer, 1 at a time, for 45s. They fight at your level, and draw hits that would otherwise land on you. 2

Learnable, and not castable8

Still in development. This skill cannot be learned or cast in the current build.

Basic Skill Call Baby Enlarge Weight Limit Item Appraisal Vending Change Cart Open Buying Store Decorate Cart