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- [Modified from Haspen's original]
- FIRST: Alchemist classes and promotions
- SECOND: Alchemy recipes list
- Special: Alchemy
- Activated Effect
- Allows gathering and combining of ingredients to create various restorative items and effects.
- ---
- Trainee base: Priest Trainee
- First Class:
- 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.
- Preferred stats: HP, SPD
- Weapon Skill: 1 Axe subcategory (C), 1 Staff subcategory (D), Axes (D), Staves (E)
- Starting Weapon: Iron Club or Heal (staff)
- Special: Alchemy
- Special: Herbal Stash
- Passive Effect
- 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).
- Special: Pathfinder
- Passive Effect
- Lowers the MOV Cost requirements of Swamps by 1; Any other terrains are not modified by Pathfinder.
- Promotes From: Priest Trainee
- Promotes To: Witch, Pharmacist
- Items Required: Fell Contract (Witch), Treasure Mark (Pharmacist)
- Base Stats:
- HP 19 STR 5 MAG 4 SKL 3 CON 7 AID 6
- LCK 4 DEF 2 RES 7 SPD 5 MOV 5
- Promotion Bonuses:
- HP +2 STR +2 MAG +0 SKL +1 CON +4 AID +4
- LCK +0 DEF +2 RES +0 SPD +0 MOV +1
- ---
- Promoted Class A:
- Witch: Witches, their male counterparts called Warlocks, are what Alchemist becomes when their reclusive character drives them 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.
- Preferred stats: HP, MAG
- Weapon Skill: 1 Axe subcategory (B), 1 Dark subcategory (B), 1 Staff subcategory (C), Axes (C), Dark (C), Staves (D)
- Special: Alchemy
- Special: Cursed Weapon: Any physical weapon equipped by the Warlock/Witch gains 'Ailment on Hit', where the Ailment is based on type of Ailment Staff the Warlock/Witch is carrying (they can choose if multiple Ailment staves are present). The ailment must still be tested to see if it is successful, ignoring the range penalty. If no Ailment staff is present in the inventory, weapon gains '-5 Hit/Eva on hit'.
- Promotes From: Alchemist
- Items Required: Fell Contract
- Promotion Bonuses:
- HP +3 STR +1 MAG +3 SKL +2 CON +3 AID +3
- LCK +0 DEF +0 RES +2 SPD +1 MOV +1
- ---
- Promoted Class B:
- 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.
- Preferred stats: HP, SPD
- Weapon Skill: 1 Axe subcategory (A), 1 Staff subcategory (A), Axes (C), Staves (C)
- Special: Alchemy
- Special: Walking Apothecary
- Passive Effect
- All Vulneraries and Concoctions used by Pharmacist also remove Poison, and Elixirs used by a Pharmacist restore all Ailments. Revived allies recover 3/4HP instead of 1/2.
- Special: Medicine Man
- Passive Effect
- All consumable restorative items heal the Pharmacist's Magic (MAG) in HP as well as their usual effect. This applies to healing items as well as those which restore status.
- Promotes From: Alchemist
- Items Required: Treasure Mark
- Promotion Bonuses:
- HP +3 STR +3 MAG +2 SKL +1 CON +3 AID +3
- LCK +1 DEF +1 RES +0 SPD +1 MOV +1
- ---
- ALCHEMY RECIPES
- --Total PC Level: 1--
- 1.Recognizing Stingweed and Chamomile
- gives 3 Chamomile or 1 Chamomile + 1 Stingweed or 3 Stingweed from Herbal Patch (grass) tile
- 2.Mixing basic medicine
- 2x Chamomile + 1x Stingweed = 1 Vulnerary
- 3.Producing remedy for various venoms and poisons
- 1x Chamomile + 2x Stingweed = 1 Antidote
- --Total PC Level: 5--
- 4.Finding alchemical ingredients amongst grasses and weeds
- gives 50% chance for 1 Chamomile or 1 Stingweed from any Grass tile
- 5.Plucking mushrooms from cave floors
- gives 1 Bluecap from Shroom Patch (caves). Bluecaps work exactly like Chamomile and can be used in recipes calling for it.
- 6.Spotting water lillies
- gives 1 Water Lily from any Lily Pond (swamps) tile
- 7.Applying poisonous balm
- 1x Stingweed + 1x Water Lily = choosen physical weapon of [alchemist] or adjacent ally gains 'Poison on hit' for 5 turns.
- --Total PC Level: 10--
- 8.Quick extracting of freshly killed beast's teeth
- Monster that dies adjacent to [alchemist] gives 1 Monster Fang
- 9.Enhancing simple medicine
- 1 full Vulnerary + 1x Water Lily = 1 full Concoction
- 10.Crushing monster fangs
- 1x Monster Fang = 5x Fang Powder
- 11.First aid powder
- 1x Fang Powder + 1x Chamomile = Restores up to 15HP of [alchemist] or adjacent ally; KO'd allies are revived with 10HP.
- --Total PC Level: 15--
- 12.Producing magic repellant
- 1x Water Lily + 2x Fang Powder = 1 full Pure Water
- --Promoted class + Total PC Level: 15--
- 13.Making potent medicine from different ingredients
- 1 part Antidote + 1x Fang Powder + 1x Water Lily = 1 full Concoction
- 14.Boosting companion's combat skills
- 2x Fang Powder + 1x Stingweed = Adjacent ally gets +5 Hit, +5 Evasion, +5 Crit and +5 Dodge for 3 turns.
- --Promoted class + Total PC Level: 20--
- 15.Brewing powerful medicine
- 1 full Concoction + 1 part Pure Water + 2x Chamomile + 2x Fang Powder = 1 full Elixir
- 16.Rejunevation dust
- 1 part Vulnerary + 1x Fang Powder = Restores up to 25HP of [alchemist] or adjacent ally; KO'd allies are revived with 15HP.
- --Promoted class + Total PC Level: 25--
- 17.Alternative recipe for powerful medicine
- 1 part Vulnerary + 1 part Concoction + 1 part Pure Water = 1 full Elixir
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