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The Hitchhiker's Guide to Alchemists.
Table of Contents.α: Credits. α: Credits.http://forums.roempire.com/showthread.php?t=37648 β: Introduction.En garde, and prepare thineself FOR BUCKET LOADS OF FUN AT A LOW LOW PRICE! γ:
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| Red |
Orange |
Yellow |
White | Blue | |
|---|---|---|---|---|---|
| 1 | 91-132 | 220-289 | 357-477 | 663-820 | 93-122 |
| 10 | 108-156 | 259-340 | 420-561 | 780-964 | 110-144 |
| 20 | 126-182 | 302-397 | 490-655 | 910-1125 | 128-168 |
| 30 | 144-208 | 345-454 | 560-749 | 1040-1286 | 146-192 |
| 40 | 162-234 | 388-511 | 630-843 | 1170-1447 | 164-216 |
| 50 | 180-260 | 431-568 | 700-937 | 1300-1608 | 182-240 |
| 60 | 198-286 | 474-625 | 770-1031 | 1430-1769 | 200-264 |
| 70 | 216-312 | 517-682 | 840-1125 | 1560-1930 | 218-288 |
| 80 | 234-338 | 560-739 | 910-1219 | 1690-2091 | 236-312 |
| 90 | 252-364 | 603-796 | 980-1313 | 1820-2252 | 254-226 |
| 100 | 270-390 | 646-853 | 1050-1407 | 1950-2413 | 272-360 |
| 110 | 288-416 | 689-910 | 1120-1501 | 2080-2574 | 290-384 |
| 120 | 306-442 | 732-967 | 1190-1595 | 2210-2735 | 312-408 |
1 : 10% more effective. [Red]
2 : 20% more effective. [Orange]
3 : 30% more effective. [Yellow]
4 : 40% more effective. [White]
5 : 50% more effective. [Blue] - Aid Condensed Potion available.
Bomb, active. 5 levels.
Sp use : 10.
Bottle : Bottle Grenade.
Range : 9 squares.
Casting time : 1 second.
Cast delay : 0.5 seconds.
Prerequisites : 4 Prepare Potion.
Set the ground ablaze and hurt your opponents with fire element damage. It has a
3x3 area of effect, centered on the tile you select to cast it on, and damages
every second or so. When used in PvP or WoE, it has a chance to break the weapon
of anyone caught in it; except for maces, axes, rods, and any weapon with the
"Indestructible" status in it's description. The immunity to breaking
that maces and axes possess is due to the way Gravity handled weapon breaking
and Power Thrust. It also effects everyone caught in it when used in PvP or WoE.
Including you. It can't be placed directly next to or under a player/monster,
but it can be casted underneath or next to an emperium. While it can be placed
next to other Bombs, they do not stack. The only cards that increase the damage
are +ATK cards. +% cards, and status inflicting cards do nothing. Size penalties
are applied though, oddly. The damage is based not on your stats when the Bomb
was thrown, but your current stats; switch from a high attack weapon to a low
one after the Bomb has been casted, and the damage will drop. Vice versa if you
switch from low to high, obviously. Despite taking an Alcohol along with the
Fabric to make, it's an excellent skill. Breaking an opponent's weapon will
either force them to switch to a less effective alternative, or resort to
punching. And it's great to use in chokepoints or against a wall. The fire
element damage can restrict how you use it in leveling though, but it can
obviously also be quite beneficial.
1 : 120% damage, 1% chance of breaking a weapon, 40 second duration.
2 : 140% damage, 2% chance of breaking a weapon, 45 second duration.
3 : 160% damage, 3% chance of breaking a weapon, 50 second duration.
4 : 180% damage, 4% chance of breaking a weapon, 55 second duration.
5 : 200% damage, 5% chance of breaking a weapon, 60 second duration. -
Prerequisite to Acid Demonstration.
Acid Terror, active. 5 levels.
Sp use : 15.
Bottle : Acid Bottle.
Range : 9 squares.
Casting time : 1 second.
Cast delay : 0.5 seconds.
Prerequisites : 5 Prepare Potion.
Throw an Acid Bottle at your opponent with a small chance to break their armor,
and inflict the external bleeding status. This skill ignores armor defense, and
hits regardless of flee. Vit defense is calculated in, however. While the damage
can be blocked by Pnuema, the chance to break armor remains. Kyrie, however,
blocks both the damage and the chance of breaking armor, as will a Crusader with
Guard. Whenever the skill is calculated as a success, the target will use the
/omg emoticon as an indication of this. However, that doesn't mean they had
their armor broken; even when using chemical protection or wearing an Immortal
armor, the /omg will display itself so long as the attack was considered a
success. Yet another skill you'll only use typically during WoE or PvP due to
the cost, but still a great skill. The potions aren't that difficult to make
either, as quite a few people level on Minos, and consequently kill Verits. Just
like Bomb, the damage is increased via +ATK cards, and status and +% cards have
no effect. It's also unaffected by elements. The acid bottle is consumed at the
beginning of the cast, as opposed to the end like the other potion skills. This
means that if you are interrupted whilst casting, the bottle is lost with
nothing to show for it. If you ever plan to attend a WoE, or participate in PvP,
this skill should be maxed.
1 : 140% damage, 3% chance of breaking armor, 3% chance of bleeding.
2 : 180% damage, 7% chance of breaking armor, 6% chance of bleeding.
3 : 220% damage, 10% chance of breaking armor, 9% chance of bleeding.
4 : 260% damage, 12% chance of breaking armor, 12% chance of bleeding.
5 : 300% damage, 13% chance of breaking armor, 15% chance of bleeding. -
Prerequisite to Acid Demonstration.
Summon Flora, active. 5 levels.
Sp use : 20.
Bottle : Plant Bottle.
Range : 4 squares.
Casting time : 2 seconds.
Cast delay : 0.5 seconds.
Prerequisites : 6 Prepare Potion.
Summon various plants to attack monsters or players. The level you have
determines the hp of the plant, while the level you use determines the type of
plant summoned, the duration, and the amount of bottles consumed. If you have
less than the total amount of bottles required for the skill level you used, it
will take the rest of the bottles, and summon that many plants. So if you have
three plant bottles, and use level one, you’ll end up with three Mandragora
instead of the typical five. When used in WoE, the defense value of the castle
the plants are in raises the defense of the plants themselves. Their attacks are
considered extensions of your own when it comes to a single thing: auto-cast
spells granted by weapons or cards. Status effects and damage increasing cards
do not carry over to the plants. You can only summon more plants once your first
plants have died, or gone through their duration time. So long as you remain on
screen with them, you will get the experience for their kills. An effective
strategy for all the plants is to summon them, hit/target a monster, and then
use a Hiding accessory once the monster is in range of your plants. Monsters
will not attack your plants, thus rendering them sitting ducks until your plants
have had their way with them. Provided they’re not insect or demon type
monsters. When using these in WoE, you have to be careful; they'll attack
Guardians regardless of if they're friendly or not, and the Guardians in turn
will lock unto you as a valid target. Oh, and on the stats listed below the
plants... the hit/flee are what's required of players to hit/dodge them, not the
hit or flee of the plant itself.
Mandragora:

Atk: 26-35
Element/size: Earth 3/medium.
Hit: 44
Flee: 123
Aspd: Fairly slow.
Range: 4
Mandragora almost last too long, so long as they aren’t in a PvP/WoE
setting. While logically one would consider them to be the best for using the
auto-cast spell method of leveling (there are five of them, after all), Hydra
are better for this purpose due to their higher range and faster attack speed.
Somewhat useless all in all when compared to the other plants. Pneuma blocks
their physical damage, but with such a low attack that isn’t anything
terrible.
Hydra:

Atk: 22-28
Element/size: Water 2/small.
Hit: 48
Flee: 129
Aspd: Quite fast.
Range: 7
As previously mentioned, their high attack speed and range are beneficial for
auto-cast spells, but there’s the issue of cost; four bottles per usage adds
up quickly. Also, the pitiful melee damage and low hit means you’ll have no
physical damage to be supplementing the magic damage. However, they are
effective at lowering the flee of opponents in PvP, and you don’t have to
actually connect with a hit in order for an auto-cast spell to be triggered.
Their element is excellent for WoE/PvP due to Storm Gust immunity, and vastly
reduced MS damage… so long as they’re kept away from LoV and stray JTs.
Pneuma will also negate their physical attacks, which prevents them from
stopping a cast.
Flora:

Atk: 242-273
Element/size: Earth 1/large.
Hit: 72
Flee: 144
Aspd: Average.
Range: 3
A large jump from Hydras in physical strength, but at the cost of reduced range
and attack speed. If you’re looking for physical damage, go for Parasites, and
if you need auto-cast spells, go back to Hydras. On the positive side, Pneuma
won’t block their attacks.
Parasite:

Atk: 215-430
Element/size: Wind 2/medium.
Hit: 109
Flee: 214
Aspd: Somewhat fast.
Range: 8
The highest range of your five plants; although the fact that there are more of
the lower leveled plants summoned per use means they can help cover each other.
Regardless, these are excellent to use. A very useful element, high range, good
attack speed, a respectable flee requirement, and good physical damage. Of
course, you’ll have to deal with the fact that they’re naked little girls.
You disgusting pedophile. Oh, and Pneuma will also negate their attacks.
Geographer:

Atk: 467-621
Element/size: Earth 3/medium.
Hit: 143
Flee: 199
Aspd: Average.
Range: 3
The highest physical damage available, although your Parasites will generally do
more damage to their longer lasting time, the fact that there are two of them,
etc. The primary reason to use a Geographer is for their ability to heal you and
anyone around you, for 1024 hp. This is excellent when facing a single strong
monster on your own. The Geographer will assist you with some physical damage
(although they tend to miss fairly often on the monsters you can justify using
them on), and drastically reduce your cost in healing items. They will even heal
you after you’ve died, which can be extremely helpful if you’re revived with
a Yggdrasil Leaf, as you won’t have to worry about being killed immediately by
a stray monster spawning on you. On occasion, they’ll designate another player
as the priority for healing, and continue healing them until they’re at full
hp. This can be rather frustrating when you were counting on their heals. In
PvP, they will only heal you if you’re in a party. Even if the party is simply
you by yourself, it’s required for the Geographer to recognize you as a valid
target for healing.
1 : 2430 hp, 5 Mandragora, 300 second duration, five Plant Bottles.
2 : 2630 hp, 4 Hydra, 240 second duration, four Plant Bottles.
3 : 2830 hp, 3 Flora, 180 second duration, three Plant Bottles.
4 : 3030 hp, 2 Parasites, 120 second duration, two Plant Bottles.
5 : 3230 hp, Geographer, 60 second duration, one Plant Bottle.
Biochemical Helm, active. 5 levels.
Sp use : 20.
Bottle : Glistening Coat.
Range : 1 square.
Casting time : 2 seconds.
Cast delay : 0.5 seconds.
Prerequisites : 2 Prepare Potion.
Render a headgear indestructible, and also protect from the Divest Helm skill. A
higher skill level equates to a longer lasting time, at the rate of two minutes
per level. It's useful in WoE and PvP, and some MVPs. Due to their skills that
break various pieces of equipment, coating that specific piece of equipment can
mean the difference between MVPing and a lost percent. Your friends will love
you for it as well. The coatings negate some of the threats posed by Alchemists,
Biochemists, Rogues, Stalkers, and Mastersmiths. While headgear isn't a top
priority when it comes to Divesting, you'll need to get this skill to open up
the other protection skills anyway, so if you want any coating skills, you'll
need at least 3. More depending on how you plan to use it/your build. The
chemical protection skills are immune to Dispel, and when equipment is switched
or removed the protection remains intact.
1 : Lasts 120 seconds.
2 : Lasts 240 seconds.
3 : Lasts 360 seconds. - Synthesized Shield available.
4 : Lasts 480 seconds.
5 : Lasts 600 seconds.
Synthesized Shield, active. 5 levels.
Sp use : 25.
Bottle : Glistening Coat.
Range : 1 square.
Casting time : 2 seconds.
Cast delay : 0.5 seconds.
Prerequisites : 3 Biochemical Helm.
Render a shield indestructible, and protect from the Divest Shield skill. If you
are getting protection skills, I'd say max this one out. A Cranial is one of
your most important pieces of equipment in WoE, so even if all your other
equipment is lost, you still have a chance of surviving. And if you're the
tanker for an MVP, the last thing you want gone is your -30% card.
1 : Lasts 120 seconds.
2 : Lasts 240 seconds.
3 : Lasts 360 seconds. - Synthetic Armor available.
4 : Lasts 480 seconds.
5 : Lasts 600 seconds.
Synthetic Armor, active. 5 levels.
Sp use : 25.
Bottle : Glistening Coat.
Range : 1 square.
Casting time : 2 seconds.
Cast delay : 0.5 seconds.
Prerequisites : 3 Synthesized Shield.
Render armor indestructible, and protect from the Divest Armor skill. By
rendering your armor indestructible, that means no more fear of not only
Divesting, but also Acid Terror; so this can is an extremely helpful skill to
have. Your Unfrozen and elemental armors are practically essential for survival
in an intense WoE situation.
1 : Lasts 120 seconds.
2 : Lasts 240 seconds.
3 : Lasts 360 seconds. - Alchemical Weapon available.
4 : Lasts 480 seconds.
5 : Lasts 600 seconds.
Alchemical Weapon, active. 5 levels.
Sp use : 30.
Bottle : Glistening Coat.
Range : 1 square.
Casting time : 2 seconds.
Cast delay : 0.5 seconds.
Prerequisites : 3 Synthetic Armor.
1 : Lasts 120 seconds.
2 : Lasts 240 seconds.
3 : Lasts 360 seconds.
4 : Lasts 480 seconds.
5 : Lasts 600 seconds.
Render weapons indestructible, and protect from Divest Weapon. This skill
prevents your weapon from being damaged via Bomb as well, which can make for
interesting strategies. The only problem is, you'll have practically nothing but
coating skills if you want to max this out, or an insufficient level of the
other coating skills. Perhaps the most important coating skill. One can stay
alive without armor or a shield (albeit not very long), but you'll never break
an emperium punching it, and it's not often you will encounter someone who can
be killed with your fists alone.
Axe Mastery, passive. 10 levels.
Prerequisites : None.
Adds defense ignoring damage with axes. This damage is amplified by elements and
cards. One of the weaknesses of an Alchemist is
facing a high defense monster, and a mastery skill helps considerably in
addressing this. The problem is with the weapon itself; axes have abysmal attack
speed without high agility, and the lack of powerful one-handed axes means you
have to either forego your Buckler, or consume quite a few more potions.
Thankfully, the attack speed issue can be taken care of by partying with a
Blacksmith. However, the fact that it only adds 30 attack at level 10 isn't that
much of an incentive to get this skill, especially if you're vit; as you're
likely to be using swords, and in most scenarios you'll do more damage with them
than when using a quad carded Axe. If you have managed to party with a
Blacksmith, and thus receive the benefit of Adrenaline Rush, there are quite a
few monsters that can be killed more efficiently when using a mace over an axe,
even with this skill maxed out.
1 : +3 attack.
2 : +6 attack.
3 : +9 attack.
4 : +12 attack.
5 : +15 attack.
6 : +18 attack.
7 : +21 attack.
8 : +24 attack.
9 : +27 attack.
10 : +30 attack.
Homunculus Skills
The Alchemist has four skills related to the
Homunculus. The initial skill is gained via a quest, and the remaining three
require skill points to be used. For a list of the skills used by a Homunculus,
scroll down to the end of the guide.
Basis of Life, passive. 1 level.
Prerequisite to the Homunculus skills. This is gained via a quest (thanks to
hunnybunny for posting this):
1. Head to the Lighthalzen Main Office; it’s located in the 11 o'clock
direction. Then locate Soldier Reagen Baler. Coordinates for Reagen Baler:
[lhz_in01: 35, 225]
- Talk to him whilst wearing Geek Glasses and a Grandpa's Beard in order to gain
access to the Bio-Life Lab.
2. There will be 4 portals after you enter the Bio-Life Lab. Enter the 1 o'clock
portal and locate Ala Schultz. Coordinates for Ala Schultz: [lhz_in01: 224, 140]
- Talk to him until he finds you irritating.
3. Locate Sugra Sater, who is right below Ala Schultz. Coordinates for Sugra
Sater: [lhz_in01: 225, 122]
- Talk to him, and he will request you locate Casey Bern.
4. Locate Casey Bern, who is to the left of Ala Schultz. Coordinates for Casey
Bern: [lhz_in01: 204, 138]
- Talk to him, and he will ask you to find Blinzer in Lighthalzen.
5. Go to the Lighthalzen Restaurant, which is located right above the center
Kafra, and find Mr. Blinzer in the right room. Coordinates for Mr. Blinzer:
[lhz_in02: 278, 273]
- Talk to him, and learn about the Homunculus.
6. Return to Ala Schultz and speak with him.
- Tell him that you have learned the details of the Homunculus, and you will
have to answer three of his questions. The answers are:
a. Sabbath/Peaceful Rest.
b. Embryo
c. Resurrect Homunculus.
Despite acknowledging your performance, he will not teach you the skill yet.
7. Find Ala Schultz' family (specifically, his son Gwenlin), and speak with
them. The house is in the 1 o'clock direction in Lighthalzen, right behind the
Police Department. Coordinates for Gwenlin: [lhz_in03: 106, 34]
8. Return to Ala Schultz once again.
- Talk to him, and there should be a new option available: "I want to talk
about something else." Then, proceed to talk to him until you have gained
the Basis of Life skill.
Call Homunculus, active. 1 level.
Summon your Homunculus.
Peaceful Rest, active. 1 level.
Store your Homunculus away.
Resurrect Homunculus, active. 5 levels.
Revive your Homunculus. This skill has five levels, and it's unknown what the
differences between them are.
Spirit of the Alchemist.
The Spirit of the Alchemist is a buff style skill
that can be applied to the Alchemist from a Soul
Linker. This provides some wonderful bonuses to both battle and brewing type
Alchemists. It adds a passive boost to Aid Potion, and opens up two new skills;
one of which has three different sub-skills, for lack of a better term. The buff
lasts for five minutes, given the Soul Linker has the skill at level five.
Aid Potion Boost, passive.
Increases effectiveness of Aid Potion by your base level applied as a percent.
For example, if you are level 80, the effectiveness of Aid Potion is increased
by 80%.
Berserk Pitcher, active.
Sp use : 10.
Bottles : Two Berserk Potions.
Range : 9 squares.
Casting time : 0.5 seconds.
Prerequisites : Spirit of the Alchemist buff.
Toss two Berserk Potions at a target, giving them the ASPD modifier they would
have if they had used one normally. While the skill ignores class restrictions,
the target is still required to be at least level 85. Also, the speed increase
has half the lasting time of a normal Berserk Potion boost. And it doesn’t
stack with other attack speed potions.
Twilight Pharmacy, active.
Sp use : 200.
Ingredients : 200 White Herbs, 200 Empty Potion Bottles, 200 Medicine Bowls.
Casting time : 3 seconds.
Cast delay : 1 second.
Prerequisites : 10 Prepare Potion, Spirit of the Alchemist
buff.
These skills are intended for mass production. Essentially, they speed up your
potion production immensely, and in a more sp-efficient manner. As 200 sp is
used to attempt the creation of 200 White Potions, you’re looking at 1 sp per
attempt, as opposed to the 5 sp needed for Prepare Potion. It’s no different
when it comes to success rates than Prepare Potion is. The 3 second casting time
is not reducible, and after it is completed, an attempt is made every 0.005
second. If you lack the ingredients to create 200 potions, the skill will fail.
Twilight Pharmacy, active.
Sp use : 200.
Ingredients : 200 White Potions, 200 Witch Starsands, 200 Empty Test Tubes, 200
Medicine Bowls.
Casting time : 3 seconds.
Cast delay : 1 second.
Prerequisites : 10 Prepare Potion, Spirit of the Alchemist
buff, partied with a Super Novice.
This version of the skill attempts to create 200 Condensed White Potions. You
will gain any fame points that you would have gained had you used Prepare Potion
to brew instead. Otherwise, it’s exactly like the previous rendition.
Twilight Pharmacy, active.
Sp use : 200.
Ingredients : 500 Stems, 500 Poison Spores, 50 Alcohol, 50 Fabrics, 50 Immortal
Hearts, 200 Empty Bottles, 200 Medicine Bowls.
Casting time : 3 seconds.
Cast delay : 1 second.
Prerequisites : 10 Prepare Potion, Spirit of the Alchemist
buff, partied with a Taekwon Boy/Girl.
This version attempts to create 100 Alcohol first, then 50 Bottle Grenades
followed by 50 Acid Bottles. Note that any Alcohol gained from the initial 100
Alcohol creation attempts won’t count towards the 50 Alcohol requirement for
using the skill.

Alchemist job bonuses: +5 Strength, +6
Agility, +3 Vitality, +7 Intelligence, +9 Dexterity.
1 : +1 Int.
2 : +1 Dex.
3 : +1 Dex.
6 : +1 Str.
8 : +1 Dex.
9 : +1 Int.
11: +1 Agi.
13: +1 Dex.
14: +1 Agi.
15: +1 Str.
17: +1 Int.
19: +1 Dex.
20: +1 Vit.
21: +1 Dex.
23: +1 Int.
24: +1 Int.
25: +1 Dex.
26: +1 Str.
28: +1 Dex.
29: +1 Int.
31: +1 Vit.
32: +1 Dex.
34: +1 Str.
36: +1 Vit.
38: +1 Int.
40: +1 Agi.
43: +1 Str.
45: +1 Agi.
49: +1 Agi.
50: +1 Agi.
I'm not going to post any specific builds. As Alchemists become more popular and
more people start making them, I don't want there to be any standard cookie
cutter builds that everyone uses, as that only serves to inhibit expansion of Alchemist
knowledge and experimentation. I will, however, list how each stat applies to
Alchemists and my thoughts on them.
Also, Alchemists aren't Blacksmiths. So while a Blacksmith build may work for
them, you might not be getting the most out of your Alchemist!
Str : If you plan to be a battle build of some kind, get this and plenty
of it. 80 - 110 is a good range of where you should locate your str if you're a
battle build; just remember, always a multiple of 10. You'll want to carry
around as many potions as possible, and you can have superb damage output via
Mammonite, given ample attack speed to couple your strength. In most scenarios,
a high str build will find leveling to be a much easier task as well.
Agi : Alchemists have no skills that raise attack speed, so you'll most
likely want a good amount of agility to make up for that if you're fond of
Mammonite, or simply PvM. Alchemists have good base attack speed with swords and
daggers, and high agility with an axe or mace and Adrenaline Rush is great fun.
And when you do get hit, you've got plenty of potions to make up for it, even if
they won't heal for very much without some vitality.
Vit : A great stat for Alchemists, seeing as how it stacks with Potion
Research and Aid Potion. Each point of vit raises the effectiveness of Aid
Potion by 4%. So even if you have an agility based build in mind, getting a
small amount of vit is a great idea. Who wants to Aid Potion themselves for
under 100 with a red! With enough of vitality, there will be little that's
capable of easily felling you.
Int : If you're going to be a battle build, don't get int. You eat
through your sp rather quickly making potions, and tossing acid bottles rips
through it as well, especially if you're in a Magic Strings. But in both
situations, either Blessing and Magnificent will be readily available, or using
Blue Aid Potions is justifiable. A build with 1 base int, with Blessing, will
already have 18 int; landing squarely on a regen bonus. This is more than enough
for a battle build, as the stat points would be better spent enhancing your
melee capabilities. If you plan on using the spell swords, either as a boost to
your physical melee damage, or as a means of leveling a brewer, then a moderate
to high amount is admissible. Each point of int provides a small boost to potion
success rates, at .05% per point of int. As this is only really noticeable if
you get a large amount of int, don't bother boosting it to increase your rates
unless you're going to be a brewer. However, this changes after you rebirth your
Alchemist, if you plan to take advantage of a
Biochemist's Acid Demonstration.
Dex : This stat assists in numerous ways. First, it boosts your potion
creation success rate, with a .1% increase per point of dex. Secondly, it does
the obvious; increases your accuracy, damage, and attack speed. Considering
Mammonite and Cart Revolution have no hit bonuses, it's important to get a good
amount of dexterity to compensate for that. Additionally, your cast time is
lowered. A lower cast time equates to more acids, bombs, summons, and quicker
coatings in the midst of battle, and the last thing you want is for your skill
to be cancelled. If you try wearing a Phen to prevent this, keep in mind that
will raise your casting time, and as such you need a hefty amount of dexterity
to bring it back down to a reasonable time. In WoE, a Phen is not an option, and
it's not often you won't find yourself under attack. So despite the low casting
time of most skills, having the fastest possible cast is important. An essential
stat, so don't neglect it.
Luk : Alchemists have no luk bonus, so you'll have to rely entirely on
normal status points and equipment to boost it. If you've got a Priest with
Gloria at your beck and call, you can enjoy the extra 30 luck, so even if you
want to get luck to help with making potions you won't have to get that much of
it. Each point of luk raises your potion success rate by .1%. An extra lucky
dodge or two and some more criticals are always nice as well, and the added
status effect resistance boost is quite beneficial. A good place to put the left
over points after a build has been designed.
Here's a few basic builds. I didn't post any specific numbers, so simply tweak
it until it suits your taste. And yes, low, moderate, and high can be objective,
but that's the whole point of it. For the "Skills:" part, what I list
are merely recommendations as to what skills will best complement the build;
because a skill isn't there, doesn't mean you shouldn't get it. Also, there are
no valid reasons for skipping out on maxed Potion Research and Aid Potion, as
they are an important part of any build, and thus I'm not going to list them
under skills.
Intelligent Brewer.
Str : Low.
Agi : Low.
Vit : Low.
Int : High.
Dex : High.
Luk : Moderate.
Skills: Prepare Potion, Summon Flora.
The most common brewing build. This build capitalizes on the benefits of a Fire
Blend, an Ice Falchion, and a Light Epsilon, as well as the effects the first
two weapons have when combined with Summon Flora.
Lucky Brewer.
Str : Low.
Agi : Low.
Vit : Low.
Int : Moderate.
Dex : High.
Luk : High.
Skills: Prepare Potion, Summon Flora.
This brewer will require a substantial amount of leeching to level, as opposed
to the int oriented brewer, but if you're aiming for the highest possible
success rates, this is the way to go.
Agility based.
Str : Moderate to high.
Agi : High.
Vit : Low to moderate.
Int : Low.
Dex : Moderate to high.
Luk : Low to moderate.
Skills: Axe Mastery, Summon Flora.
Paired with a Blacksmith, you should have a very nice damage output. You'll also
do fine solo. However, with low vit your potions won't heal for that much and
your hp will be somewhat lacking. Summoning a Geographer when things start
getting a little hectic for the added healing and damage is extremely
beneficial. A hefty amount of agility is required to get the necessary flee
needed as well. A little luk can be added if you like to see critical hits pop
out now and then, but it's not required by any means.
Vitality based.
Str : High.
Agi : Low to moderate.
Vit : Moderate to high.
Int : Low to moderate.
Dex : Moderate to high.
Luk : Low.
Skills: Acid Terror, Bomb, Summon Marine Sphere.
Since you're not going to be swinging as often as an agility-based build, you'll
want your hits to count. So get as much str and dex as possible. A touch of
agility for more attack speed, and the same deal with luk as the agility-based
build. You'll heal quite nicely with Aid Potion, and you can gather mobs and CR
them without much worry if you know what you're doing. Some int to keep up the
CRs can be helpful. Just try not to fall asleep whilst using ctrl+click. This
can also double as a WoE/PvP build if you lower Prepare Potion in favor of
chemical protections, and Summon Marine Sphere.
MvP build.
Str : High.
Agi : Moderate.
Vit : Moderate to high.
Int : Low.
Dex : Moderate to high.
Luk : Low.
Skills: Chemical protections.
Again, this should be paired with a Blacksmith for their skills. Otherwise, you
won't stand much of a chance with competition, and it's difficult enough to MVP
as an Alchemist. Use an axe for large-sized MVPs,
and fiddle around with a stat calculator to see if you'd do more with a sword or
mace on medium sized MVPs. Otherwise just stick with the axe. The agility is for
faster Mammonites, and the vit is so you don't die in two hits. A large amount
of dex is required, due to the average MVP's flee. Those Blacksmiths are spoiled
with their +20 hit. Also, you should try to get the coating skills; with MVPs
breaking equipment, they can be extremely helpful.
WoE support.
Str : Moderate.
Agi : Low.
Vit : High.
Int : Moderate.
Dex : High.
Luk : Low to moderate.
Skills: Acid Terror, Bomb, chemical protections.
This build is designed to keep you and your vit characters alive, your
opponent's armor and weapons broken, and your guild's equipment safe. Combining
a cart and maxed Increase Weight Limit, you will be capable of dumping an
enormous amount of potions on yourself, increasing your lifespan in WoE and thus
the lifespan of your guild members. Since your main purpose is not only breaking
armor and weaponry, but keeping it protected, you'll want very high dex to have
the quickest possible cast time. Even with an excessive amount of dex, your
casts can still be cancelled, and so pairing this build up with a Sacrifice
Crusader is a great strategy. You keep him/her alive via Aid Potion, and s/he
takes your damage (which should already be low due to the good amount of magic
and physical defense attainable by an Alchemist)
and provides you with a Phen-card effect for your skills. Keep both of you
coated, and the only thing you'll have to worry about is an Asura Monk. Str
isn't terribly important, however, a little for additional weight capacity and
leveling efficiency doesn't hurt. Some int can be helpful as well, as you can
run out of sp quite quickly spamming these skills, and for the status
resistance/magic defense. A little bit of luk for even more status resistance
and you're good to go.

In the equipment lists, [x] indicates that the equipment can have slots, with
x being how many slots there are. The number furthest to the right on all the
descriptions is the weight. Everything else is pretty self-explanatory. Sorry if
it's hard to read, I can't get the damn thing to format properly.
If you plan on using equipment with slots, there's a few things to think about
first. With weapons, obviously you'll want the appropriate +% cards for what
you're fighting to deal the highest possible damage. Remember, cards of the same
type stack, but multiple different cards yield a higher damage modifier. For
example, a Quad Flammable Axe would simply add 20% more damage for each card,
resulting in a total of 180% damage on a Minorous. But a Double Flammable Double
Clamorous Axe would do 40% more damage from the Vadon cards, resulting in 140%,
then 40% based off that calculation, which comes out to 196% damage. The
downside to making weapons like that is that they are highly specialized, and
can end up costing a lot of zeny. If you're going to be using status inflicting
cards, then you want the weapon with the highest attack speed and number of
slots.
As for the various pieces of armor, you should try not to base your build on one
specific piece of equipment. For example, if your build needs a Picky carded
armor to hit 110 strength, remember that you won't be able to equip elemental
armors without suffering from a loss in damage. On the other hand, if you have
to sacrifice a few stat points to boost your strength, you may miss out on some
other important stats that could have helped you significantly. So while a Picky
carded armor can be quite beneficial, you have to remember that there are
downsides to using it. This applies to pretty much all cards. It really all
boils down to how you plan on using your Alchemist.
I originally had almost every piece of equipment an Alchemist
can wear listed; however, that wasn't really necessary, and made for useless
clutter. So instead, I'll merely list recommended equipment; italicized for
recommended elemental weapons. The size modifiers are listed as
small/medium/large.
Weapons : Your choice of weapon is decided on numerous factors. The major
factors are your build, the availability of Blacksmiths, and personal
preference. For the most part, you'll want to go for the weapon that has the
best balance of attack and card slots. Your dex, str, agi, and luk all have an
effect on the optimal weapon choice. Filddle around with a stat calculator to
see what weapon complements your build most effectively.
One-handed Axes:
Aspd delay: 67.5
Size modifiers: 50/75/100
Axes are slow, suffer from low attack, have a mediocre size modifier, and
there's little variety in equipment choices. Axe Mastery brings them up to par
with Maces on higher defense opponents, but only so long as you have a
Blacksmith. On the plus side, you'll be immune to Bomb and Shattering Strike.
The weapon breaking portions, that is.
Axe [3/4]: 38 attack, level 1. 80. Somewhat effective with high str, and the
four slots are welcome.
Two-handed Axes:
Aspd delay: 65
Size modifiers: 50/75/100
The same issues that apply to one-handed axes apply here, for the most part.
These weapons are best used on an agility build, where the loss of a shield
isn't as noticeable as a vitality build without one, and the poor aspd modifier
is addressed. Again, a Blacksmith is required to get the most out of them.
Battle Axe [3/4]: 80 attack, level 2. 150. Highest damage axe with four slots.
Two-Handed Axe [1/2]: 185 attack, level 3. 250. You'll generally want the
most powerful weapon you can get for elementals.
Bloody Axe: +10 Str, increased movement speed, level 4. 400. The faster walking
speed is helpful, but don't use this for actual attacking.
Light Epsilon: 180 attack, holy element, level 4. 230. Enchanted with level 3
Heal. Holy element without the Priest! Having Heal is pretty cool as well, and
great for an int build.
Slaughter: 120 attack, earth element, level 4. 250. Pierce defense of brute
monsters, with a small chance to cause Coma. Useful on a few monsters, such as
turtles.
Maces:
Aspd delay: 65
Size modifiers: 75/100/100
With Adrenaline Rush available, these are generally the weapons of choice.
They're excellent to use in WoE, as it's a great deal easier to locate a party
with a Blacksmith than during the course of day to day leveling. Also, you'll
enjoy the same benefits that an Axe has; immunity to weapon breaking skills.
Mace [3/4]: 37 attack, level 1. 80. Not bad when you have high str, and want to
use a weapon with card combinations (double race, double size for example).
Chain [2/3]: 84 attack, level 2. 80. It beats out the Club and Mace in most
situations due to their low, low attack.
Sword Mace [1]: 130 attack, level 3. 120. Highest attack power mace
Alchemists can equip, and thus the best elemental.
Mjolnir: 250 attack, level 4. 600. +40 dex, +15 str. Everyone needs goals. Some
just happen to be a bit more plausible than others.
Swords:
Aspd delay: 57.5
Size modifiers: 75/100/75
The weapon of choice for an Alchemist. A
respectable aspd delay, acceptable size modifiers, and a plethora of weapons at
your disposal. You won't require a Blacksmith to get the most out of them,
either. However, you're vulnerable to weapon breaking without chemical
protection, and discovering a Stalker has Sword Reject, while uncommon, will not
be a welcome experience.
Saber [2/3]: 115 attack, level 3. 100. A three slotted level three weapon? Sign
me up!
Haedonggum [1/2]: 120 attack, +3 Int. level 3. 90. The intelligence is
helpful for potion making, and it's easy to get in elemental form.
Tsurugi [1/2]: 130 attack, level 3. 120. Harder to obtain then the
Haedonggum, but worth it if you can.
Cutlus: 150 attack, enchanted with level 5 Bash, level 4. 90. An active attack
that doesn't cost zeny, a potion, or require a full cart? Yay! You do suffer
from a lack of passive damage increases, however.
Spell Swords:
While not entirely different weapons than normal swords, they're worthy of
special mention. While attacking, there's a chance that a Bolt spell will be
automatically casted. This isn't beneficial to a low int battle build, but it's
excellent news for int based brewers, or most any build with a moderate amount
of int. What makes the swords so effective is the fact that the chance to use a
Bolt spell transfers over to any of your attacks; Acid Terror, Summon Flora,
Cart Revolution, Summon Marine Sphere, etc.. Even using a Bolt manually can
trigger the auto-cast function.
Fireblend: 100 attack, fire element, enchanted with level 3 Fire Bolt, level 4.
50.
Ice Falchion: 100 attack, ice element, enchanted with level 3 Cold Bolt, freeze
target at a 5% chance per hit, freeze yourself at a 1% chance. level 4. 60.
Daggers:
Aspd delay: 55
Size modifiers: 100/75/50
Daggers have slightly higher aspd than swords, and the size modifiers aren't
anything to be excited about. If you have them on hand already, there's no issue
with using them to level, but they aren't anything you should aim for unless
you're looking for status effect infliction, or want to take advantage of one of
the many 'special' daggers. Sword Reject also affects daggers, despite the name
sounding as if it were exclusive to swords. The best thing about daggers is that
there are a number of them with innate effects and abilities.
Main Gauche [3/4]: 43 attack, level 1. 60. Best for status effect cards, due to
the four slots. Knifes and Cutters also serve this purpose, and are cheaper.
Gladius [2/3]: 105 attack, level 3. 70. Yet another three slot level three
weapon! Fairly cheap as well; at least on iRO.
Damascus: 118 attack, level 3. It can't be broken. 80. Highest attack
power, etc.
Fortune Sword: 90 attack, +20 Perfect Dodge, +5 Luk, level 3. 50. Great for
mobbing and tanking.
Moonlight Dagger: 50 attack, regain SP every attack, level 4. 70. The low attack
means more SP gained per monster! Also, you won't have to carry as many blue
potions.
Mailbreaker: 40 attack, every attack has a small chance to break the target's
armor, level 4. 100. Acid Terror when they're at a distance, Mailbreaker when
they're up close.
Swordbreaker: 70 attack, every attack has a small chance to break the target's
weapon, level 4. 100. Absolutely superb. It's not as easy as it is to break
weapons as it is armors with an Alchemist, so
this dagger is a welcome addition to any weapon collection.
Bazerald: 70 attack, fire elemental, matk +10%, level 4. +5 int. 50. Switch to
this after casting Fire/Cold Bolt for the matk bonus. Best used on a Biochemist
with Acid Demonstration.
Combat Knife: 80 attack, pierce defense of demi-human monsters, reduce damage
from demi-human monsters by 10%, increase damage from demons by 20%, level 4.
40. Excellent for tanking in WoE/PvP, and while it's a nice effect, the defense
ignoring ability isn't anything special due to the next dagger.
Ice Pick: 80 attack, the higher your target's defense, the higher your damage,
level 4. 60. A superb dagger. When faced with a high defense enemy, be it a
player or a monster, the weapon of choice. Nothing spectacular on medium to
lower defense monsters, however.
The Azoth:
Azoth: 110 attack, every attack has a small chance to transmute the monster into
a completely different one, level 4. 70.
It's not a practical dagger in any sense, but running around a low level map
changing Zombies into Bloody Knights is immensely fun. Best used on low str
Alchemists, for obvious reasons. Whenever a monster is changed, all the drops,
experience, and stats of the monster are those of the new one. It's also
aggressive, but if you use Status Recovery/Hide, it'll revert to whatever its
natural state is. The modification chance can be brought about by any physical
attack, including those of your summons.
What you can transmute with an Azoth: Normal monsters.
What you can't transmute with an Azoth: MvPs, "mini-bosses", players,
summoned plants/Spheres.
Armor : Alchemists wear pretty much the same armor that Blacksmiths do.
During normal leveling, you'll generally want the highest possible defense.
Pretty much all armor is slotted, so just avoid Panties for the most part unless
you're dirt poor... If you plan on using armor cards to increase your hp,
remember: Pupa until you have over 7000 base hp, then switch to Peco Peco.
Status effect inflicting cards are great fun, but make sure if you choose to use
one, that it isn't detrimental to your leveling. After all, blinding or turning
a monster to stone that you're trying to mob isn't going to work out nicely.
During WoE, and PvP, elemental/Marc carded Saint's Robes or Silk Robes work
well. Or some over upgraded Lord's Clothes if you're rich enough. Anything
slotted with a Poring card for making potions is good.
Silk Robe [1]: 3 defense, 10 magic defense. 40. Nice magic defense.
Saint's Robe [1]: 6 defense, 5 magic defense. 60. A good balance of physical and
magical defense.
Chainmail [1]: 8 defense. 330. Probably what you'll be sticking with most of
your RO career.
Lord's Clothes [1]: 8 defense, 5 magic defense, +1 Int. 250. This armor kicks
*** if you can manage to over upgrade it.
Shield : Bucklers, with the appropriate -% cards for whatever you happen
to be fighting at the moment. Thief Bug Egg or Ambernite cards work well for
races that don't have a -% card, such as formless or undead, or for races that
have -% cards that are OCA only, such as fish and angels.
Buckler [1]: 4 defense. 60. There really isn't anything else worth using.
Head gear : There's a myriad amount of head gear in this game, and a
large portion of them have no value beyond aesthetics.
Upper:
Poo Poo Hat: -10% damage from demi-humans, can't be upgraded. 70. -10% from
magic, critical, and defense bypassing attacks in WoE is quite beneficial. Too
bad you have a pile of **** on your head.
Apple of Archer: +3 Dex. 20. Good for potion making.
Drooping Cat: 1 defense, 15 magic defense, resistance to curse +30%. 50. Very
nice magic defense, and curse resistance to boot.
Hot-blooded Headband: 1 defense, +2 Str. 10. Abysmal defense, but the low weight
and +2 str is helpful if you're simply looking for offensive power.
Cap [1]: 4 defense. 40. Over upgrade en masse and enjoy the slot.
Gemmed Sallet [1]: 4 defense, 3 magic defense. 50. Magic defense and a slot,
along with no actual sprite. Pretty damn nice.
Orc Helm: 5 defense. 50. Good defense, cheap, and overall good standard fare.
Corsair: 5 defense, +1 Vit. 50. A little extra vitality is always nice.
Majestic Goat: 5 defense, +1 Str. 80. Good defense, more strength.
Bone Helm: 7 defense, +15% from dark element attacks. 80. Highest amount of
defense on any headgear, and that +15% isn't too much of a worry. You can easily
switch headgear to avoid the penalty, or wear Evil armor.
Middle:
Masquerade: +3% damage to demi-humans. 10. Sure, it's only 3% more, but it's
still 3% more.
Sunglasses [1]: 10. 5% resistance to blind status. Allows for two headgear
cards.
/
Angel/Evil Wing Ears: 1 defense, +1 Str. 10. Defense and strength, plus they're
not effected by Divest Helm. Very nice.
Middle/Lower:
Welding Mask: 2 defense, -10% damage from fire element attacks. 30. This is a
superb piece of equipment.
Lower:
/
Pipe/Cigarette: -3% damage from insects. 10. Generally, it's better to use a
Welding/Alarm Mask. But -3% isn't bad whilst mobbing.
Footgear : It's mostly just a choice between Boots or Crystal Pumps,
depending on the situation.
Crystal Pumps: 0 defense, 5 magic defense, +10 Luk. 10. More luck for potion
production, and magic defense.
Boots [1]: 4 defense. 60. Do I really need to explain?
Robe : Manteaus are your optimal choice. Raydric or Whisper for leveling,
depending on your build and the situation. The elemental resistance cards are
great for WoE and PvP, but you'll probably want to slot them into a Hood due to
the high cost of slotted Manteaus. A Ragamuffin Manteau is also great if you can
over upgrade it to make up for the low defense.
Hood [1]: 1 defense. 20. Good for elemental resistance cards.
Ragamuffin Manteau: 1 defense, 10 magic defense, indestructible. 50. Magic
defense for the win! Over upgrade for some physical defense, and it can be
better than lugging around a bunch of elemental robes.
Manteau [1]: 4 defense. 60. Good stuff.
Accessories : If you're going to take your Alchemist
to level 90 and beyond, make sure to consider using the ancient accessories;
slotted, in other words. For making potions, stick with Gloves. Two Rosaries are
wonderful, as they're cheap, easy to obtain, and provide 10 magic defense.
However, I can't say one accessory is better than another because it depends on
your build and budget, but for the most part avoid Belts if at all possible.
Ring [1]: +1 Str. 20.
Ring: +2 Str.10.
Brooch [1]: +1 Agi. 20.
Brooch: +2 Agi.10.
Necklace [1]: +1 Vit. 20.
Necklace: +2 Vit. 10.
Earring [1]: +1 Int. 20.
Earring: +2 Int. 10.
Glove [1]: +1 Dex. 20.
Glove: +2 Dex. 10.
Rosary [1]: 3 magic defense, Luk +1. 20.
Rosary: 5 magic defense, Luk +2. 10.
Matyr's Leash: 1 defense, +1 Agi. 10.
Celebrant's Mitten: 1 defense +1 Int. 10.
Safety Ring: 3 defense, 3 magic defense 10.
Critical Ring: +5 Crit. 5.
Clip [1]: +10 SP. 5.
Belt [1]: 120.
Megingjard: +40 str, 2 defense, 7 magic defense. 800. We all have dreams, we all
partake of lust.
While there are a few things you can do that are unique to the Alchemist
class, sticking with mobbing and spamming Cart Revolution, or simple ctrl +
click will do fine. When you're under attack by a large group of monsters, but
don't feel the need to wing, spamming Aid Potion isn't necessarily the best
course of action. While Aid Potion does increase potion potency, you have to
pause and throw it at yourself. While you'll be getting healed for more, you
can't maintain an offensive that way. Thus it's ordinarily a better idea to
simply pound the potion/healing item hotkey and spin your cart around, resulting
in less overall damage taken.
If you plan on using Summon Flora, take into consideration how dense the monster
population of the map is, how the monsters are effected by fire and ice when
using a spell sword, and if there are any monsters who have the ability to
bypass Hide. And remember to have the plant visible on your screen. No sense
letting it kill things if you won't be getting experience for them. None of the
other Alchemist skills are typically possible to
justify using for leveling purposes, considering the cost.
Just a quick explanation; the number listed before the monster is the amount of
said monster which spawns on the map. For "Items of worth", it's based
off what you'll most likely be killing on the map at an appropriate level.
Culverts 4.

When to level here: Early on as an Alchemist.
Recommended equipment: Insecticide/Brutal weapons, Gargantua/Brutal Bucklers.
Items of worth: Guard [1].
Home of Golden Thief Bug. You won't have to worry about the MVP, as it's passive
and generally killed quite quickly by MVP hunters. Your only real concern should
be the Cramps, but the loud squeaking noise they make can be heard long before
they are encountered. Just make sure to rotate the camera quite often here, in
order to see around corners or past the irritating beams that get in your way.
If you're not capable of efficiently taking on the Cramps yet, simply bring a
good amount of fly wings to avoid them and stick with mobs of Male Thief Bugs.
The job experience here isn't anything amazing, but it's a good place to start
your Alchemist at.
70: Male Thief Bug: Insect, medium, Shadow 1.
20: Drainliar: Brute, small, Shadow 2.
20: Female Thief Bug: Insect, medium, Shadow 1.
20: Thief Bug Egg: Formless, small, Normal 3.
20: Thief Bug: Insect, small, Shadow 1.
5: Cramp: Brute, small, Poison 2.
1: Golden Thief Bug: Insect, large, Fire 2, MVP.
Orc Dungeon 2.

When to level here: Early on as an Alchemist,
once you have 120+ hit for Zenorcs.
Recommended equipment: Bloody/Boned/Clamorous weapons, Cranial Buckler.
Items of worth: Zenorc's Fang, Orc Helm, Rough Oridecon/Elunium.
A small and fairly crowded map. It's easy to get in over your head with a mob if
you're not too high a level. The Zenorcs are looters, so a good way to gather
them is to drop a useless piece of loot, then Cart Revo the resulting group. Be
wary of people who dump mobs of Orc Skeletons and Drainliars on you in search of
Zenorcs, as a large group of them can eat through your hp, and this is only
compounded by the Skeleton's critical attack skill. Although they have a
terrible hit rate on their normal attacks. The Skeletons drop Orc Helms; an
excellent headgear to use in PvM until you can afford an over upgraded Bone
Helm. Zenorcs will also occasionally drop a yellow potion, which is welcome.
50: Zenorc: Demi-human, medium, shadow 1.
50: Orc Skeleton: Undead, medium, undead 1.
20: Steel Chonchon: Insect, small, wind 1.
20: Drainliar: Brute, small, shadow 2.
5: Orc Archer: Demi-human, medium, earth 1.
5: White Plant: Plant, small, earth 1.
Toy Factory 2.

When to level here: Early on as an Alchemist.
Recommended equipment: Formless/Boned/Bloody weapons, Cranial Buckler.
Items of worth: Old Blue Box.
Another map that's good for your initial leveling stages. The only thing you
really have to worry about here is getting hit by a ninja Storm Gust from Stormy
Knight; however, it's generally easy to notice that it's spawned, as the map
will have high level characters teleporting about in search of it. Myst Cases
will use the hallucination skill on you, which will both cause you to flinch
from every attack regardless of whether or not in actually came in contact with
you, and give your screen a wavy effect. The latter is easily countered with
/effect. They also have a low level Mammonite and Spear Stab. The latter is
annoying, as it can cause some location glitching. Especially if you're being
attacking by a few Crusiers. The green Cookies will heal any monster you're
attacking for roughly 300 hp, and the red Cookies will use Lex Aeterna on you.
55: Myst Case: Formless, medium, normal 3.
40: Cruiser: Formless, medium, normal 3.
20: Cookie (Christmas): Demi-human, small, holy 2.
20: Cookie: Demi-human, small, normal 3.
1: Stormy Knight: Formless, large, wind 4, MVP.
1: Baby Hatii: Brute, medium, water 2.
Bylan 4.

When to level here: Early on as an Alchemist.
Recommended equipment: Fisher/Saharic/Wind weapons, Cranial/Homer's Buckler/of
Athena, Swordfish armor.
Items of worth: Phen Card, Hydra Card, Marc Card, Detonator, Tendon.
A fairly crowded map. A good amount of monsters, and a good amount of bots. This
is mostly due to the valuable rares here; namely, the cards listed above. It's a
good idea to use a Swordfish carded armor here, in order to avoid the water
element attacks, the Swordfish's Waterball, and to reduce the damage of an
explosion from Marine Spheres. Speaking of Marine Spheres, one of the most
enjoyable things you can do here is try to kill a bot by setting one off next to
it. Don't do this regularly; the last thing you want to accomplish is the
accidental killing of a real player. In any case, the -% card for fish is
currently an OCA only card, and thus expensive. So it's best to use either a
highly upgraded Cranial (to deal with a Merman), or an Ambernite carded Buckler
if you can't afford a Rafflesia. If you can manage to snag an endow here, your
damage will be excellent.
45: Phen: Fish, medium, water 2.
40: Hydra: Plant, medium, water 2.
40: Marc: Fish, medium, water 2.
40: Swordfish: Fish, large, water 2.
20: Marine Sphere: Plant, small, water 1.
3: Merman: Demi-human, medium, water 2.
Geffen Field 12.

When to level here: Early on as an Alchemist.
Recommended equipment: A Bloody weapon, Cranial Buckler.
Items of worth: Buckler [1], Gladius [3], Cross Bow [3], Kobold Card.
40: Kobold Archer: Demi-human, small, fire 1.
30: Kobold (Hammer): Demi-human, medium, poison 2.
30: Kobold (Mace): Demi-human, medium, fire 2.
20: Kobold (Axe): Demi-human, medium, wind 2.
20: Poporing: Plant, medium, poison 1.
1: Kobold Leader: Demi-human, medium, wind 2.
Clock Tower Underground 2.

When to level here: Level 80+.
Recommended equipment: Ice/Fire weapons, Cranial/Gargantua Bucklers, Pasana
armor.
Items of worth: Rough Elunium/Oridecon, White Herbs.
This map has a lot of potential experience, that tends to be ruined by mobbing
Priest + Wizard parties. It's still great to level on if you have the equipment,
and even better if you level during non-peak hours, but it can get frustrating
with Wizards leaving frozen Orc Archers, Priests dumping Drainliars on you, etc.
None of the rares are particulary valuable, but if you actually take the time to
pick up some of the loot laying around, you can break even at the very least.
High Orcs drop Orange Potions, and Orc Archers drop Reds, so you can Aid
yourself with them whenever you find one. An ice endow with an anti-High Orc
weapon and plenty of fly wings works wonders on this map.
40: High Orc: Demi-human, large, fire 2.
20: Orc Archer. Demi-human, large, earth 1.
20: Arclouze: Insect, small, earth 2.
20: Brilight: Insect, small, fire 1.
10: Drainliar: Brute, small, shadow 2.
Clock Tower Underground 4.

When to level here: As soon as you have enough hit. 140 is needed for a 100% hit
rate on Bathories.
Recommended equipment: Bloody/Ancient/Formless weapons, any elemental, Cranial
Buckler, Evil armor.
Items of worth: Witch Starsand, Fabric, Joker Card, Whisper Card, Bathory Card.
One of the best maps for leveling an Alchemist
on. Bathories have low attack, low defense, are medium sized, and drop Witch
Starsand; which can be used to produce Condensed White Potions. The few Whispers
on the map will drop Fabrics, which are needed for Bottle Grenades. Quite often,
there will be small mobs of Bathories in corners, which are easily Cart Revo'd
into oblivion. The map does have some downsides, however. You need a Key of the
Underground to access the map, which can be expensive depending on your server.
The three swords will break various pieces of equipment; Mysteltainn will break
your shield, Executioner your armor, and Tirfing your head gear. So if you plan
to fight one of them, it's worth using the extra potions due to taking the piece
of equipment off. They respawn a half hour after killed. Jokers require a hefty
amount of hit, so an Ancient weapon is required; unless you have a very large
amount of dex. Evil armor is required on this map, as the bulk of the damage
from Bathories is in the form of their HP Drain attack. This is completely
negated by using Evil armor. The armor also blocks their cursing attack, and the
Joker's Jupitel Thunder. What can't be prevented is the net skill of Bathories.
What this does is lock you into place, although you can still attack anything
within range. This skill results in many frustrating location glitches, in which
a mob of Bathories is capable of attacking you, but you can't fight back.
50: Bathory: Demi-human, medium, shadow 1.
10: Joker: Demi-human, large, varies.
10: Whisper: Demon, small, sense 3.
1: Mysteltainn: Formless, large, shadow 4.
1: Executioner: Formless, large, shadow 4.
1: Tirfing: Formless, medium, shadow 4.
Louyang Field.

When to level here: Once you have Summon Flora and enough int to inflict a
reasonable amount of damage with Fire Bolt.
recommended equipment: Fire Blend, Buckler of Athena.
Items of worth: Rough Elunium, Gold.
This is a map for the int brewers. There's usually a fair amount of competition
for Mi Gaos, from various Archers and Mages, so be prepared for the occasional
conflict involving your flora. Oh, and there's a pillar that people can stand on
to yell out things the entire map sees... it can get annoying as all hell at
times.
25: Mi Gao. Formless, medium, earth 3.
25: Mantis. Insect, medium, earth 1.
15: Anacondaq. Brute, medium, poison 1.
15: Caramel. Brute, small, earth 1.
10: Bigfoot. Brute, large, earth 1.
10: Yellow Plant. Plant, small, earth 1.
4: Black Mushroom. Plant, small, earth 1.
Sphinx 4.

When to level here: 80+, or as soon as you have enough hit for Pasanas. They
require 154 for a 100% hit rate.
Recommended equipment: Flammable/Ice/Formless weapons, Cranial/Brutal Bucklers,
Pasana armor.
Items of worth: Rough Elunium/Oridecon, Pasana Card, Minorous Card.
The fact that this map consists almost entirely of a single element renders it
one of the most effective maps to employ an endow on. Also, if you manage to
find a Pasana Card here, it's great for blocking the high-powered fire attacks
that tend to be fairly frequent. It won't do much for the Pasana's critical
skill, however. The downside to this map is the map design itself. Monsters will
either tend to get bunched up in a corner into a mob which wipes out half your
hp in a single wave, or you'll find yourself desperately wandering about in
search of anything to kill. Keeping to the center hallways is a decent idea, as
it's easier to cover area that way. It's also somewhat hard to mob here, as the
Minorouses and Pasanas will both use the /swt emoticon and ignore you after
being dragged around for a bit. Marduks will also use Firewall, which while
weak, can get in the way occasionally. The Axes and Falchions you'll get from
Minorouses and Pasanas, respectively, can be used to keep your cart close to or
at 8000 weight. And the cows drop potatoes!
50: Minorous: Brute, large, fire 2.
20: Pasana: Demi-human, medium, fire 2.
15: Marduk: Demi-human, large, fire 1.
4: Mimic: Formless, medium, normal 3.
West Kokomo Beach

When to level here: 80+.
Recommended equipment: Wind/Fire weapons, Swordfish armor.
Items of worth: Blue Herbs.
40: Shellfish: Fish, small, water 1.
32: Raggler: Brute, small, wind 1.
20: Seal: Brute, medium, water 1.
20: Galapago: Brute, small, earth 1.
20: Crab: Fish, small, water 1.
15: Cornutus: Fish, small, water 1.
10: Aster: Fish, small, earth 1.
10: Alligator: Brute, medium, water 1.
1: Mobster: Demi-human, medium, normal 1.
Turtle Island.

When to level here: 85+, or 200+ flee.
Recommended equipment: Fire/Earth/Clamorous weapons, Brutal/Gargantua Bucklers.
Items of worth: Cyfar, Brigan, Thara Frog Card, Rough Oridecon.
This map is much more suited to a high agility type than a vit type, unless you
have strong armor or are willing to expend quite a bit of zeny on potions.
Dragontails will put you to sleep, Spring Rabbits will Bash you/loot you and
supply you with some herbs, Pests will Cloak and annoy the hell out of you,
Permeters are also there to irritate you, Thara Frogs will generally accomplish
nothing, and Hunters will attack everything in sight. This is also one of the
few maps that you could use Bomb on; Dragontails and Pests charge directly into
it due to being aggressive, and the resulting loot will attract Spring Rabbits,
which will take a large amount of damage from the fire element Bomb. The
Permeters have Aid Potion, and will use it to heal any monsters you're fighting.
You can either use Mammonite to exact justice upon them, or simply ignore the
turtles and move onto better experience in a different section of the map.
25: Dragon Tail: Insect, medium, wind 2.
25: Spring Rabbit: Brute, medium, earth 2.
15: Pest: Brute, small, shadow 2.
10: Perimeter: Brute, medium, normal 2.
10: Thara Frog: Fish, medium, water 2.

To create potions, you need to have Prepare Potion, the proper potion
creation manual, a medicine bowl, and the ingredients in your inventory. Once
you use Prepare Potion, the medicine bowl is consumed, and the list of all the
potions that you can create with the manuals you have in your inventory pops up;
select the potion you want to make, it shows the ingredients you need, then make
your potion. Use your arrow keys and enter to speed through the windows, and if
you're creating, say, alcohol, only have that manual in your inventory so you
don't have to scroll through a large list of various potions. The ingredients
are as follows:
Red Potion : 1 Red Herb + 1 Empty Potion Bottle.
Yellow Potion : 1 Yellow Herb + 1 Empty Potion Bottle.
White Potion : 1 White Herb + 1 Empty Potion Bottle.
Blue Potion : 1 Blue Herb + 1 Scell + 1 Empty Potion Bottle.
Condensed Red Potion : 1 Red Potion + 1 Cactus Needle + 1 Empty Test
Tube.
Condensed Yellow Potion : 1 Yellow Potion + 1 Mole Whiskers + 1 Empty
Test Tube.
Condensed White Potion : 1 White Potion + 1 Witch Starsand + 1 Empty Test
Tube.
Acid Bottle : 1 Immortal Heart + 1 Empty Bottle.
Alcohol : 5 Poison Spores + 5 Stems + 1 Empty Bottle + 1 Empty Test Tube.
Bottle Grenade : 1 Alcohol + 1 Fabric.
Plant Bottle : 2 Maneater Blossoms + 1 Empty Bottle.
Marine Sphere Bottle : 1 Detonator + 1 Tendon + 1 Empty Bottle.
Glistening Coat : 1 Zenorc's Fang + 1 Heart of Mermaid + 1 Alcohol + 1
Empty Bottle.
Anodyne : 1 Ment + 1 Alcohol + 1 Empty Bottle.
Aloevera : 1 Aloe + 1 Honey + 1 Empty Bottle.
A quest 'skill' was recently added to kRO for Alchemists. Upon completing the
quest, you obtain a new potion creation manual that enables you to produce
elemental resistance potions. Each potion provides a 20% resistance to the
element, at the cost of a 15% increase in damage from the opposing element.
Resist Cold : 3 Heart of Mermaids + 1 Blue Gemstone.
Resist Thunder : 3 Powder of Butterflies + 1 Blue Gemstone.
Resist Earth : 2 Large Jellopies + 1 Yellow Gemstone.
Resist Fire : 2 Frills + 1 Red Gemstone.
Now, as for a potion creation formula, I stand by the one posted below. Sadly
there is no 100% confirmed formula, but this one is accurate enough for me. And
as an important note to remember, an adopted Alchemist
will have halved success rates!
PR*1 + PP*3 + Joblv*0.2 + [Dex + Luk + (Int/2)] X 0.1 + a + 5
With a equating to:
Red, yellow, and white potions = 15.
Alcohol = 5.
Floras, marine spheres, bombs, and acids = -5.
Blue potions = -10.
Glistening coats and condensed potions = -15.
Following this formula, the stats that will result in the highest success rates
for an Alchemist are: 42 int, 93 dex, and 93 luk.
These are base states, without gear or buffs. If you know a Gypsy/Minstrel with
Marionette Control, you can forgo a brewing build completely and go battle. Of
course, you'll have to rely entirely on their presence in order to be an
effective brewer, so there are downsides to it.
And
here's a success rate calculator, thanks to Himeyasha!
Only a few items can be purchased from NPCs. Manuals and Medicine Bowls in
the Alchemist guild, Empty Potion Bottles and
Empty Test Tubes at the Mage guild in Geffen, and Scells/Blue Gemstones at the
tool shop in Geffen. The best character to use for hunting items is a Rogue, due
to their ability to use Steal and Gank. Now, as for decent places to hunt for
the rest...
Red Herbs : You'll get these all over the place; but the first level of
Payon caves is great for them. Spores, Familiars, and Red Plants.
Yellow Herbs : Lots of Yellow Plants spawn in Sograt desert. Just look
around the maps near Morroc and you should find some. Goats also drop these at a
decent rate.
White Herbs : If you level in High Orcs, you should get a good amount of
these from the Archers and Brilights. Geffen 3 also has a decent supply of White
Plants.
Blue Herbs : There's several Blue Plants that spawn in Goblin Forest,
however, these are usually camped. There's also three that spawn behind the
house in Orc Village that leads to Orc Zombies, but again, they're usually
camped, and then there's several blue plants scattered around the Kobold map.
They're generally in corners in the bushes. Seals near Comodo, Spring Rabbits on
Turtle Island, and Goats south of Juno all have somewhat decent drop rates on
Blue Herbs.
Cactus Needles : The map two south of Morroc has a respectable amount of
Mukas.
Mole Whiskers : Any of the Coal Mines maps.
Witch Starsand : Clock Tower Basement 4 is awesome for these; just watch
out for the Jokers who will loot you now and then, along the three swords, and
enjoy the mobs of Bathories.
Immortal Heart : Pyramids is where you should head to if you're after
these. It's a choice between the basement, with Minorouses; or level three, with
a myriad of other monsters.
Poison Spore : Three south of Payon is decent for these.
Stems : Either the Mandragora map one north and one east of Prontera, or
the Flora map three north and one west of Prontera, two south and one west of Al
De Baran.
Fabric : Graveyard has a good amount of Wraiths. Clock Tower Basement 4
is nice as well.
Maneater Blossoms : If you can handle them, the Geographers near Juno
drop these, otherwise head to the Flora map.
Detonator : Byalan 4.
Tendon : Byalan 4.
Zenorc's Fang : Orcs 2. Quite easy to gather these.
Heart of Mermaid : Byalan. Hunt for these along with Marine Sphere
goodies!
Ment : Just smack up any Red Plants you find. There's a decent amount of
these in Payon 1.
Aloe : Head off to Floras again.
Honey : Vitatas in Ant Hell, or Bigfoot on the map west of the Flora map.
Also, Soldiers in TI drop them quite frequently. Zipper Bears at Gonryun are
great for them, and the Royal Jellies they drop are quite nice.
Scell : Tool shop in Geffen.
Frill : Drillers at Juno, or Frilldora at Comodo Field 05. Stick to the
west side.
Powder of Butterfly : Creamies at Prontera Field 04, or practically any
map with Fabres/Pupa.
Large Jellopy : Firelock Soldiers at Amatsu Dungeon 01, or use Marin
Cards and kill anything.
Blue Gemstone : Tool shop at Geffen.
Red Gemstone : Drillers at Juno, or the gemstone converter at Payon.
Yellow Gemstone : Drillers at Juno, or the gemstone converter at Payon.
Medicine Bowls : Alchemist Guild, in Al De
Baran.
Empty Potion Bottles : Mage Guild, in Geffen.
Empty Test Tube : Mage Guild, in Geffen.
Empty Bottles : The Toad map three west of Prontera has plenty of Roda
Frogs; and Toad itself also drops Honey. Ant Eggs drop Empty Bottles at a decent
rate, just watch out for irritating looting ants that'll charge off to some
Swordman bot after taking your bottles. And don't forget about Goats.
As for how much to charge when you're making potions for someone... I only
charge enough to cover my bowls and bottles, so I couldn't suggest any standard
prices, so it's pretty much just a personal choice.
Condensed Potions.
Here are my suggested prices for condensed potions; you don't have to sell them
for these amounts, but they're good standard prices that make for decent profit,
without sacrificing future earnings by ruining the market. For example, settting
the standard at 2000 zeny per condensed white by selling them for minimal profit
in an attempt to draw customers away from competitors.
Reds: 250 zeny.
Yellows: 1500 zeny.
Whites: 3500 zeny.
Selling these before WoE is a good idea, as people are more willing to spend the
cash then. Each potion weighs roughly three times less then the normal variety;
reds at 2, yellows at 3, and whites at 5. They heal for the same amount as their
heavier counterparts. If you plan on using them, you have to take into
consideration that they don't stack with normal potions when slotted unto your
hotkey list, and they can't be thrown via Aid Potion.
Oh, and one other thing. If possible, use store bought potions to make condensed
over home made, purely for marketing reasons. No sense selling store bought
potions when you can sell ones that have your name on 'em.
Eventually, a patch implementing the fame system will come to iRO. The fame
system functions by assiging rank points to Alchemists based on their brewing
performance. The points are gained when your Alchemist
creates a certain number of condensed potions in a row without failure. The ten
Alchemists with the highest amount of rank points on the server will gain a few
bonuses.
* +1 Rank Point: 3 condensed potions created without failure in a row.
* +3 Rank Point: 5 condensed potions created without failure in a row.
* +10 Rank Point: 7 condensed potions created without failure in a row.
* +50 Rank Point: 10 condensed potions created without failure in a row.
The /alchemist command will display a list of the top ten Alchemists. Potions
made by one of these Alchemists will receive a 50% bonus to their potency.
However, this effect does not apply to potions used via Aid Potion/Aid Condensed
Potion.
The advanced second class for Alchemists is the Biochemist. So far they've
recieved four new skills. More could possibly be released according to Gravity,
and those currently planned could easily be changed or removed completely.
Biochemist
job bonuses.
Biochemist skills :
Aid Condensed Potion, active. 10 levels.
Sp use : 30.
Bottle : Condensed Red, Yellow, and White potions.
Casting time: 1 second.
Cast delay: 1 second.
Prerequisites : 5 Aid Potion.
Throw a condensed potion. This skill heals all party, guild, and allied guild
members in a 7x7 area around the target cell with a thrown condensed potion.
Even when they're dead. It also consumes the potion at the beginning of the
cast, in the same manner as Acid Terror. Currently, there's a minor sprite
glitch with the skill. When your cast is completed, your sprite will remain in
the throwing position, but it has no adverse effect. Just like Aid Potion, the
level you have determines the increase in potency, and the level you use will be
what decides which potion is thrown.
1 : 10% more effective. [Condensed Red]
2 : 20% more effective. [Condensed Red]
3 : 30% more effective. [Condensed Red]
4 : 40% more effective. [Condensed Red]
5 : 50% more effective. [Condensed Red]
6 : 60% more effective. [Condensed Yellow]
7 : 70% more effective. [Condensed Yellow]
8 : 80% more effective. [Condensed Yellow]
9 : 90% more effective. [Condensed Yellow]
10 : 100% more effective. [Condensed White]
Full Chemical Protection, active.
Sp use : 40
Bottle : Glistening Coat.
Prerequisites : All four Chemical Protection skills maxed.
All four kinds of chemical protection will be applied at once using a single
glistening coat.
1 : Lasts 120 seconds.
2 : Lasts 240 seconds.
3 : Lasts 360 seconds.
4 : Lasts 480 seconds.
5 : Lasts 600 seconds.
The following two skills are not yet implemented on iRO.
Acid Demonstration, active. 10 levels.
Sp use : 30
Bottle: Acid Bottle, Bottle Grenade.
Casting time : 1 second.
Cast delay : 1 second.
Prerequisites: 5 Bomb, 5 Acid Terror.
Inflict a target with neutral damage x-times consecutively (x = skill level) by
using one acid bottle and one bottle grenade. When used on another player, it
will only deal 50% of it's original damage. Each skill level increases the
chance to break both the target's weapon and armor by 1%. Damage is increased by
the caster's int, and the target's vit, and it ignores armor and vit defense. It
is similiar to Acid Terror, in that it ignores flee, and is a ranged attack. As
such, it will ignore Safety Wall, and have the damage reduced to zero by Pneuma.
However, the armor and weapon breaking chance remains. Also, wearing elemental
weapons and damage boosting cards will not raise your damage. Unless they also
boost your int.
And now, a damage chart. It assumes you have level 10 Acid Demonstration. The
number on the top is your int, while the numbers on the left are the target’s
vit. The chart tops off at 149 vit, as that’s the highest vit a target can
possibly have; this title belongs to Orc Lord.
Much like brewing, there isn't a formula that's confirmed to be entirely
accurate. However, we do have one that will give you a fairly accurate idea of
what kind of damage you'll do, and that formula is (INT×0.28)×(1+VIT×141/100)×skill
level.
|
25
|
50 | 75 | 100 | 125 | |
| 1 | 160 | 330 | 500 | 670 | 840 |
| 10 | 1120 | 2250 | 3380 | 4500 | 5630 |
| 20 | 2040 | 4080 | 6130 | 8170 | 10220 |
| 30 | 3030 | 6060 | 9090 | 12120 | 15150 |
| 40 | 4010 | 8030 | 12050 | 16070 | 20090 |
| 50 | 5000 | 10001 | 15010 | 20020 | 25020 |
| 60 | 5999 | 11980 | 17970 | 23960 | 29960 |
| 70 | 6970 | 13950 | 20930 | 27910 | 34890 |
| 80 | 7960 | 15930 | 23890 | 31860 | 39830 |
| 90 | 8950 | 17900 | 26850 | 35810 | 44625 |
| 100 | 9940 | 19880 | 29820 | 39760 | 49700 |
| 110 | 10920 | 21850 | 32780 | 43700 | 54635 |
| 120 | 11910 | 23820 | 35740 | 47650 | 59570 |
| 149 | 14770 | 29550 | 44320 | 59100 | 73881 |
1 : Hits 1 time, 1% chance to break.
2 : Hits 2 times, 2% chance to break.
3 : Hits 3 times, 3% chance to break.
4 : Hits 4 times, 4% chance to break.
5 : Hits 5 times, 5% chance to break.
6 : Hits 6 times, 6% chance to break.
7 : Hits 7 times, 7% chance to break.
8 : Hits 8 times, 8% chance to break.
9 : Hits 9 times, 9% chance to break.
10 : Hits 10 times, 10% chance to break.
Plant Cultivation, active. 2 levels.
Sp use : 10
Prerequisites: None.
Using either one mushroom spore or one stem, grow a mushroom or a plant on
nearby ground, respectively. The resulting mushroom/plant is selected randomly
from the potential results. There is a 50% chance of failure.
1 : Use one mushroom spore, grow a red or black mushroom.
2 : Use one stem, grow a red/yellow/white/blue/shining plant.
Originally, Biochemists had two skills planned for them. Neither of these skills
have been implemented since that point in time, nor has any mention been made of
them. It appears as if Gravity has no intention of completing them.
Alchemy, active. 5 levels.
Prerequisites : 5 Prepare Potion.
You can create many items that are used via Prepare Potion. You can easily
create Empty Bottles, Empty Potion Bottles, and Empty Test Tubes to help you
with other skills that require those items.
Potion Synthesis, active. 5 levels.
Prerequisites : 6 Prepare Potion, 2 Alchemy.
Combine many different potions to create new potions. There are already set
rules to what can be mixed, and the problem is the success rate. You can create
potions that weigh less, but perform the same... or create heavier potions that
heal for far more. For potions that summon creatures to attack, they might have
better attack rate, or have a new skill to use.

The Homunculus is available to both Alchemists and
Biochemists.
The Homunculus, reduced to the most basic description, is a pet that assists
you. Be it by supporting you, or attacking with you. You create them via Prepare
Potion, using one of each of the following items:
Dew of Yggdrasil: ![]()
Seed of Life: ![]()
Glass Tube: ![]()
Which results in an Embryo: ![]()
The Embryo then remains in your inventory until you use the skill Call
Homunculus. You then receive a Homunculus. The type is selected at random. There
are currently four types of Homunculi, each type offering two different
Homunculi. The difference between the two is purely cosmetic. They all have
initial forms, and a developed version. In order to mature them into their
secondary forms, you need to first raise their intimacy to "Best
Friend" status, then use a...
Stone of Sage: ![]()
Much like a pet, a Homunculus requires feeding on a regular basis, or they'll
run away/starve to death, depending on how you look at it. They eat the
following foods:
Amistr: Zargon.
Filir: Garlet.
Lif: Pet Food.
Vanilmirth: Scell.
As mentioned previously, the Homunculi have a rating of how friendly they are to
you. The intimacy is raised via feeding them, much like pets. Upon death, the
Homunculus loses intimacy rather than experience. If the intimacy drops to zero,
the Homunculus runs away.
Your Homunculus will also gain skill points upon leveling up that can be used on
the following skills. These require no skill points on the part of the Alchemist
to obtain.
Amistr.
![]()
/
![]()
Castling, active.
Instantaneously switch the location of the player and Amistr. The monsters that
were attacking the player will now attack Amistr instead.
1: 20% chance of success.
2: 40% chance of success.
3: 60% chance of success.
4: 80% chance of success.
5: 100% chance of success.
Defense, active.
Temporarily increase the defense of both Amistr and the player.
1: 2 defense, 40 second duration.
2: 4 defense, 35 second duration.
3: 6 defense, 30 second duration.
4: 8 defense, 25 second duration.
5: 10 defense, 20 second duration.
Adamantium Skin, passive.
Increase Amistr's defense, maximum hp, and hp regeneration.
1: 2% hp, 5% regen, 4 defense.
2: 4% hp, 10% regen, 8 defense.
3: 6% hp, 15% regen, 12 defense.
4: 8% hp, 20% regen, 16 defense.
5: 10% hp, 25% regen, 20 defense.
Blood Lust, active.
For a five minute duration, Amistr's damage is increased and every attack has a
chance to leech 20% of the damage as HP.
1: 1 minute duration, 130% damage increase, 3% chance to leech, 5 minute cast
delay.
2: 3 minute duration, 140% damage increase, 6% chance to leech, 10 minute cast
delay.
3: 5 minute duration, 150% damage increase, 9% chance to leech, 15 minute cast
delay.
Filir.
![]()
/

Moonlight, active.
Filir attacks a target with its beak.
1: 1 hit, 220% damage.
2: 2 hits, 330% damage.
3: 2 hits, 440% damage.
4: 2 hits, 550% damage.
5: 3 hits, 660% damage.
Fleeting Move, active.
Temporarily increase Filir's attack and aspd.
1: +3% aspd, 110% damage, lasts for 60 seconds, 60 second delay.
2: +6% aspd, 115% damage, lasts for 55 seconds, 70 second delay.
3: +9% aspd, 120% damage, lasts for 50 seconds, 80 second delay.
4: +12% aspd, 125% damage, lasts for 45 seconds, 90 second delay.
5: +15% aspd, 130% damage, lasts for 40 seconds, 120 second delay.
Over Speed, active.
Temporarily increase Filir's flee.
1: 20 flee, lasts for 60 seconds, 60 second delay.
2: 30 flee, lasts for 55 seconds, 70 second delay.
3: 40 flee, lasts for 50 seconds, 80 second delay.
4: 50 flee, lasts for 45 seconds, 90 second delay.
5: 60 flee, lasts for 40 seconds, 120 second delay.
SBR44, active.
Lower your Filir's intimacy level in exchange for high damage to a single
target.
Lif.

/

Healing Touch, active.
Heals the player, or another player if specifically targeted. The skill consumes
a Condensed Red Potion, but otherwise functions exactly like an Acolyte's Heal.
In order to clear up some confusion there's been regarding this, your int has no
relevance to the amount healed. It is calcuated using the Lif's int.
1: 13 sp.
2: 16 sp.
3: 19 sp.
4: 22 sp.
5: 25 sp.
Emergency Evasion, active.
Temporarily increase the moving speed of both Lif and the player.
1: 10% faster, 40 second duration.
2: 20% faster, 35 second duration.
3: 30% faster, 30 second duration.
4: 40% faster, 25 second duration.
5: 50% faster, 20 second duration.
Brain Surgery, passive.
Increase Lif's max sp and sp regeneration rate, as well as the amount healied
via Healing Touch.
1: 1% sp, 3% regen, 2% Healing Touch bonus.
2: 2% sp, 6% regen, 4% Healing Touch bonus.
3: 3% sp, 9% regen, 6% Healing Touch bonus.
4: 4% sp, 12% regen, 8% Healing Touch bonus.
5: 5% sp, 15% regen, 10% Healing Touch bonus.
Mental Change, active.
For a period of five minutes, Lif's maximum HP and SP are switched. After
activating the skill, HP is fully healed. Non-skill attacks are increased by the
Lif's MATK value. After the skill duration has ended, HP and SP are set to 10.
1: 1 minute duration, 10 minute cast delay.
2: 3 minute duration, 15 minute cast delay.
3: 5 minute duration, 20 minute cast delay.
Vanilmirth.
![]()
/
![]()

Caprice, active.
Randomly use one of the Bolt-type spells. The skill level used for the spell is
determined by the skill level of Caprice.
1: Can use level 1 Bolt-type spell.
2: Can use level 2 Bolt-type spell.
3: Can use level 3 Bolt-type spell.
4: Can use level 4 Bolt-type spell.
5: Can use level 5 Bolt-type spell.
Benediction of Chaos, active
Randomly uses Heal on you, the enemy that you are attacking, or Vanilmirth
itself.
1: Heal level 1: Enemy: 50% / Vanilmirth: 20% / Player: 30%.
2: Heal level 1 - 2: - Enemy: 40% / Vanilmirth: 50% / Player: 10%.
3: Heal level 1 - 3: - Enemy: 25% / Vanilmirth: 25% / Player: 50%.
4: Heal level 1 - 4: - Enemy: 36% / Vanilmirth: 60% / Player: 4%.
5: Heal level 1 - 5: - Enemy: 33% / Vanilmirth: 34% / Player: 33%.
Change Instruction, passive.
Increase Vanilmirth's int and str.
1: 1 int / 1 str.
2: 2 int / 1 str.
3: 2 int / 3 str.
4: 4 int / 4 str.
5: 5 int / 4 str.
Bio Explosion, active.
Vanilmirth self destructs and inflicts defense ignoring damage on everything
within a 9x9 square around it. The damage is based off it's maximum HP, and
after the attack, intimacy is reduced to 1.
1: Max HP * 1.
2: Max HP * 1.5.
3: Max HP * 2.
©Copyright 2006 Geraldville Productions, Inc.
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