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TrueGlowcat

Alchemist Class (and promotions)

Jan 28th, 2015
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  1. [Modified from Haspen's original]
  2.  
  3. FIRST: Alchemist classes and promotions
  4. SECOND: Alchemy recipes list
  5.  
  6. Special: Alchemy
  7. Activated Effect
  8. Allows gathering and combining of ingredients to create various restorative items and effects.
  9. ---
  10.  
  11. Trainee base: Priest Trainee
  12.  
  13. First Class:
  14.  
  15. 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.
  16.  
  17. Preferred stats: HP, SPD
  18.  
  19. Weapon Skill: 1 Axe subcategory (C), 1 Staff subcategory (D), Axes (D), Staves (E)
  20. Starting Weapon: Iron Club or Heal (staff)
  21.  
  22. Special: Alchemy
  23.  
  24. Special: Herbal Stash
  25. Passive Effect
  26. 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).
  27.  
  28. Special: Pathfinder
  29. Passive Effect
  30. Lowers the MOV Cost requirements of Swamps by 1; Any other terrains are not modified by Pathfinder.
  31.  
  32. Promotes From: Priest Trainee
  33. Promotes To: Witch, Pharmacist
  34. Items Required: Fell Contract (Witch), Treasure Mark (Pharmacist)
  35.  
  36. Base Stats:
  37. HP 19 STR 5 MAG 4 SKL 3 CON 7 AID 6
  38. LCK 4 DEF 2 RES 7 SPD 5 MOV 5
  39.  
  40. Promotion Bonuses:
  41. HP +2 STR +2 MAG +0 SKL +1 CON +4 AID +4
  42. LCK +0 DEF +2 RES +0 SPD +0 MOV +1
  43. ---
  44.  
  45. Promoted Class A:
  46.  
  47. 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.
  48.  
  49. Preferred stats: HP, MAG
  50.  
  51. Weapon Skill: 1 Axe subcategory (B), 1 Dark subcategory (B), 1 Staff subcategory (C), Axes (C), Dark (C), Staves (D)
  52.  
  53. Special: Alchemy
  54.  
  55. 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'.
  56.  
  57. Promotes From: Alchemist
  58. Items Required: Fell Contract
  59.  
  60. Promotion Bonuses:
  61. HP +3 STR +1 MAG +3 SKL +2 CON +3 AID +3
  62. LCK +0 DEF +0 RES +2 SPD +1 MOV +1
  63. ---
  64.  
  65. Promoted Class B:
  66.  
  67. 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.
  68.  
  69. Preferred stats: HP, SPD
  70.  
  71. Weapon Skill: 1 Axe subcategory (A), 1 Staff subcategory (A), Axes (C), Staves (C)
  72.  
  73. Special: Alchemy
  74.  
  75. Special: Walking Apothecary
  76. Passive Effect
  77. 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.
  78.  
  79. Special: Medicine Man
  80. Passive Effect
  81. 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.
  82.  
  83. Promotes From: Alchemist
  84. Items Required: Treasure Mark
  85.  
  86. Promotion Bonuses:
  87. HP +3 STR +3 MAG +2 SKL +1 CON +3 AID +3
  88. LCK +1 DEF +1 RES +0 SPD +1 MOV +1
  89. ---
  90.  
  91. ALCHEMY RECIPES
  92.  
  93. --Total PC Level: 1--
  94.  
  95. 1.Recognizing Stingweed and Chamomile
  96. gives 3 Chamomile or 1 Chamomile + 1 Stingweed or 3 Stingweed from Herbal Patch (grass) tile
  97.  
  98. 2.Mixing basic medicine
  99. 2x Chamomile + 1x Stingweed = 1 Vulnerary
  100.  
  101. 3.Producing remedy for various venoms and poisons
  102. 1x Chamomile + 2x Stingweed = 1 Antidote
  103.  
  104. --Total PC Level: 5--
  105.  
  106. 4.Finding alchemical ingredients amongst grasses and weeds
  107. gives 50% chance for 1 Chamomile or 1 Stingweed from any Grass tile
  108.  
  109. 5.Plucking mushrooms from cave floors
  110. gives 1 Bluecap from Shroom Patch (caves). Bluecaps work exactly like Chamomile and can be used in recipes calling for it.
  111.  
  112. 6.Spotting water lillies
  113. gives 1 Water Lily from any Lily Pond (swamps) tile
  114.  
  115. 7.Applying poisonous balm
  116. 1x Stingweed + 1x Water Lily = choosen physical weapon of [alchemist] or adjacent ally gains 'Poison on hit' for 5 turns.
  117.  
  118. --Total PC Level: 10--
  119.  
  120. 8.Quick extracting of freshly killed beast's teeth
  121. Monster that dies adjacent to [alchemist] gives 1 Monster Fang
  122.  
  123. 9.Enhancing simple medicine
  124. 1 full Vulnerary + 1x Water Lily = 1 full Concoction
  125.  
  126. 10.Crushing monster fangs
  127. 1x Monster Fang = 5x Fang Powder
  128.  
  129. 11.First aid powder
  130. 1x Fang Powder + 1x Chamomile = Restores up to 15HP of [alchemist] or adjacent ally; KO'd allies are revived with 10HP.
  131.  
  132. --Total PC Level: 15--
  133.  
  134. 12.Producing magic repellant
  135. 1x Water Lily + 2x Fang Powder = 1 full Pure Water
  136.  
  137. --Promoted class + Total PC Level: 15--
  138.  
  139. 13.Making potent medicine from different ingredients
  140. 1 part Antidote + 1x Fang Powder + 1x Water Lily = 1 full Concoction
  141.  
  142. 14.Boosting companion's combat skills
  143. 2x Fang Powder + 1x Stingweed = Adjacent ally gets +5 Hit, +5 Evasion, +5 Crit and +5 Dodge for 3 turns.
  144.  
  145. --Promoted class + Total PC Level: 20--
  146.  
  147. 15.Brewing powerful medicine
  148. 1 full Concoction + 1 part Pure Water + 2x Chamomile + 2x Fang Powder = 1 full Elixir
  149.  
  150. 16.Rejunevation dust
  151. 1 part Vulnerary + 1x Fang Powder = Restores up to 25HP of [alchemist] or adjacent ally; KO'd allies are revived with 15HP.
  152.  
  153. --Promoted class + Total PC Level: 25--
  154.  
  155. 17.Alternative recipe for powerful medicine
  156. 1 part Vulnerary + 1 part Concoction + 1 part Pure Water = 1 full Elixir
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