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Alchemy stuff for FEF3

Nov 7th, 2014
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  1. FIRST: Alchemist classes and promotions
  2. SECOND: Alchemy recipes list
  3.  
  4. Special: Alchemy
  5. Activated Effect
  6. Allows gathering and combining of ingredients to create various restorative items and effects.
  7. ---
  8.  
  9. Trainee base: Priest Trainee
  10.  
  11. First Class:
  12.  
  13. ALCHEMIST: People who are not as magically-adept as Priests, or do not belong to any 'holy' religion, often become Alchemists; these sturdy folk brave deep forests and treacherous swamps, using axes and clubs for protection. In these unwelcome, wild places, Alchemists gather their ingredients, both mundane and mystical, from which various everyday medicine will be created, for the use of common folk.
  14.  
  15. Preferred stats: HP, SPD
  16.  
  17. Weapon Skill: 1 Axe subcategory (C), 1 Staff subcategory (D), Axes (D), Staves (E)
  18. Starting Weapon: Iron Club or Heal (staff)
  19.  
  20. Special: Alchemy
  21.  
  22. Special: Herbal Stash
  23. Passive Effect
  24. Provides special Inventory for alchemical ingredients (Chamomile, Stingweed, Water Lily, Bluecap, Monster Fang, Fang Powder). It cannot be used to carry weapons or items, even items used in alchemy (Vulneraries, for example).
  25.  
  26. Special: Pathfinder
  27. Passive Effect
  28. Lowers the MOV Cost requirements of Swamps by 1; Any other terrains are not modified by Pathfinder.
  29.  
  30. Promotes From: Priest Trainee
  31. Promotes To: Warlock, Pharmacist
  32. Items Required: Herbal Sigil (both)
  33.  
  34. Base Stats:
  35. HP 19 STR 5 MAG 4 SKL 3 CON 7 AID 6
  36. LCK 4 DEF 2 RES 7 SPD 5 MOV 5
  37.  
  38. Promotion Bonuses:
  39. HP +2 STR +2 MAG +0 SKL +1 CON +4 AID +4
  40. LCK +0 DEF +2 RES +0 SPD +0 MOV +1
  41. ---
  42.  
  43. Promoted Class A:
  44.  
  45. Warlock: Warlocks, their female counterparts called Witches, are what Alchemist becomes when his reclusive character drives him or her to peruse ancient magics in the calm of countryside. Oft living in forests or on the outskirts of small settlement, these provide common folk with herbal medicine in return for being allowed to settle down and study the old tomes. They're still skilled in melee weapons and magical staves, and the knowledge of dark magic adds to their potential.
  46.  
  47. Preferred stats: HP, MAG
  48.  
  49. Weapon Skill: 1 Axe subcategory (B), 1 Dark subcategory (B), 1 Staff subcategory (C), Axes (C), Dark (C), Staves (D)
  50.  
  51. Special: Alchemy
  52.  
  53. Special: Cursed Weapon: Melee weapon equipped by Warlock/Witch gains 'Ailment on Hit', where the Ailment is based on type of Ailment Staff the Warlock/Witch is carrying (he/she can choose if multiple Ailment staves are present). If no Ailment staff is present in the inventory, weapon gains '-5 Hit/Eva on hit'.
  54.  
  55. Promotes From: Alchemist
  56. Items Required: Herbal Sigil
  57.  
  58. Promotion Bonuses:
  59. HP +3 STR +1 MAG +3 SKL +2 CON +3 AID +3
  60. LCK +0 DEF +0 RES +2 SPD +1 MOV +1
  61. ---
  62.  
  63. Promoted Class B:
  64.  
  65. PHARMACIST: Given enough time, successful Alchemists gain enough fame and wealth, allowing them to settle down and open apothecaries; such Pharmacists are treasured by the citizenry as being short of miracle-workers. Traveling Pharmacists gain quite a reputation, too; songs and tales of bards mention traveling doctors that, with only their alchemical skills and wisdom, manage to cure whole villages from plague and disease.
  66.  
  67. Preferred stats: HP, SPD
  68.  
  69. Weapon Skill: 1 Axe subcategory (A), 1 Staff subcategory (A), Axes (C), Staves (C)
  70.  
  71. Special: Alchemy
  72.  
  73. Special: Walking Apothecary
  74. Passive Effect
  75. All Vulneraries and Concoctions used by Pharmacist restore 5HP more than usual and also remove Poison; KO'd allies are revived with 10 and 20HP, respectively. Also, Elixirs used by a Pharmacist restore all Ailments; revived allies recover 3/4HP instead of 1/2.
  76.  
  77. Promotes From: Alchemist
  78. Items Required: Herbal Sigil
  79.  
  80. Promotion Bonuses:
  81. HP +3 STR +3 MAG +2 SKL +1 CON +3 AID +3
  82. LCK +1 DEF +1 RES +0 SPD +1 MOV +1
  83. ---
  84.  
  85. ALCHEMY RECIPES
  86.  
  87. --Total PC Level: 1--
  88.  
  89. 1.Recognizing Stingweed and Chamomile
  90. gives 3 Chamomile or 1 Chamomile + 1 Stingweed or 3 Stingweed from Herbal Patch (grass) tile
  91.  
  92. 2.Mixing basic medicine
  93. 2x Chamomile + 1x Stingweed = 1 Vulnerary
  94.  
  95. 3.Producing remedy for various venoms and poisons
  96. 1x Chamomile + 2x Stingweed = 1 Antidote
  97.  
  98. --Total PC Level: 5--
  99.  
  100. 4.Finding alchemical ingredients amongst grasses and weeds
  101. gives 50% chance for 1 Chamomile or 1 Stingweed from any Grass tile
  102.  
  103. 5.Plucking mushrooms from cave floors
  104. gives 1 Bluecap from Shroom Patch (caves). Bluecaps work exactly like Chamomile and can be used in recipes calling for it.
  105.  
  106. 6.Spotting water lillies
  107. gives 1 Water Lily from any Lily Pond (swamps) tile
  108.  
  109. 7.Applying poisonous balm
  110. 1x Stingweed + 1x Water Lily = choosen physical weapon of [alchemist] or adjacent ally gains 'Poison on hit' for 5 turns.
  111.  
  112. --Total PC Level: 10--
  113.  
  114. 8.Quick extracting of freshly killed beast's teeth
  115. Monster that dies adjacent to [alchemist] gives 1 Monster Fang
  116.  
  117. 9.Enhancing simple medicine
  118. 1 full Vulnerary + 2x Water Lily = 1 full Concoction
  119.  
  120. 10.Crushing monster fangs
  121. 1x Monster Fang = 5x Fang Powder
  122.  
  123. 11.First aid powder
  124. 1x Fang Powder + 1x Chamomile = Restores up to 15HP of [alchemist] or adjacent ally; KO'd allies are revived with 10HP.
  125.  
  126. --Total PC Level: 15--
  127.  
  128. 12.Producing magic repellant
  129. 1x Water Lily + 2x Fang Powder = 1 full Pure Water
  130.  
  131. --Promoted class + Total PC Level: 15--
  132.  
  133. 13.Making potent medicine from different ingredients
  134. 1 Bluecap* + 1x Fang Powder + 1x Water Lily = 1 full Concoction
  135. *Cannot be substituted with Chamomile!
  136.  
  137. 14.Boosting companion's combat skills
  138. 2x Fang Powder + 1x Stingweed = Adjacent ally gets +5 Hit, +5 Evasion, +5 Crit and +5 Dodge for 3 turns.
  139.  
  140. --Promoted class + Total PC Level: 20--
  141.  
  142. 15.Creating a cure-all drink
  143. 1 part Antidote + 1 part Pure Water + 1 Water Lily = 1 full Panacea
  144.  
  145. 16.Brewing powerful medicine
  146. 1 full Concoction + 1 part Pure Water + 2x Chamomile + 2x Fang Powder = 1 full Elixir
  147.  
  148. 17.Rejunevation dust
  149. 1 part Vulnerary + 1x Fang Powder = Restores up to 25HP of [alchemist] or adjacent ally; KO'd allies are revived with 15HP.
  150.  
  151. --Promoted class + Total PC Level: 25--
  152.  
  153. 18.Alternative recipe for powerful medicine
  154. 1 part Vulnerary + 1 part Concoction + 1 part Pure Water = 1 full Elixir
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